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The couch activates its thrusters and flies to get Gil-Oloth out of the trash and close to the computer.
Then, the elf concentrates effortlessly and help Data take control of the computer.
(Remote Hack): 1d20 + 21 ⇒ (3) + 21 = 24 +4 with tools

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GM Jhaeman |

The huge magnet on the ceiling moves along a set track, pulling valuable materials towards it!
At the end of the round, the magnet moves from position # 1 on the map to position # 2 on the map. At position # 2, it creates a pulse that attracts valuable materials. All creatures within 40’ (which I think includes all of you this time) must make a DC 29 Athletics check or your weapon is pulled from your grasp and up onto the magnet overhead; if you fail the check by 5 or more, your yourself are also pulled onto the magnet. Creatures wearing no armor are immune from being pulled onto the magnet, while those wearing heavy or powered armor take a -2 penalty to the Athletics check. (Creatures with mainly organic weapons or armor might receive a +4 bonus to their check at my discretion).

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(Im not sure a Solarian Energy weapon can be pulled as its made outta dark matter) However Meglos is definetly wearing heavy armor.
athletics: 1d20 + 16 ⇒ (4) + 16 = 20
Penalty for heavy armor of -2 included above
am going to spent my shirt reroll on the above roll as def dont want to get stuck on the magnet
reroll: 1d20 + 16 ⇒ (13) + 16 = 29

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Would not have tossed anyone without permission. That just seems like going too far. Removed from the trash seemed acceptable.
Athletics: 1d20 + 15 - 2 ⇒ (19) + 15 - 2 = 32
Kneepuncher feels the magentism, and is glad he was not planning on being over there anyway, although he resists its pull. He flies over to the red glowy thing, preparing to study and/or smash it.
Double move.

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Phil cries, "No!" as he started losing footing and starts getting attracted by the magnet.
Athletics: 1d20 ⇒ 16

GM Jhaeman |

Gil-Oloth manages to boot up the computer, but Phil is pulled off his feet and slammed into the magnet above! Meanwhile, Kneepuncher keeps his feet and examines the alcove to the west.
@Gil-Oloth: Got it. You're able to access the computer, but it will take 1 minute to fully boot up and open the hatch you need. During this time, you can attempt to hack in again to take control of the magnet, but the hatch opening can't be sped up.
@Kneepuncher: This must be a crucible. It's an enormous bowl 30’ wide and 30’ deep filled with a roiling red nano-acid.
Ran out of time to describe the next bit, but will post again in the morning.

GM Jhaeman |

Suddenly, from each of the western garbage mounds, a pair of horrendously oversized rats that mockingly stand upright like a humanoid emerge and try to bite Kneepuncher!
The first one misses, but the second one hits. Kneepuncher, you take 27 P and are now grappled.
You can’t use Stealth to hide from the creature grappling you, even if a special ability allows you to hide when you normally couldn’t. If you become invisible, through a Spell or other ability, you gain a +2 circumstance bonus to your check to escape being grappled, but you receive no other benefit.
No one made the Perception check I rolled on arrival to notice these.
Bite # 1 vs Kneepuncher KAC: 1d20 + 23 ⇒ (6) + 23 = 29
damage: 2d10 + 15 ⇒ (3, 3) + 15 = 21
Bite # 2 vs Kneepuncher KAC: 1d20 + 23 ⇒ (15) + 23 = 38
damage: 2d10 + 15 ⇒ (4, 8) + 15 = 27

GM Jhaeman |

Initiative (Round 2)
Kneepuncher (grappled)
Ratspawn
Meglos
Gil-Oloth (need Athletics check**)
Z Data Z (need Athletics check**)
Phil (stuck on magnet*)
Magnet
Bold should go!
*Phil, you're stuck on the magnet. As a standard action, you can attempt a DC 29 Athletics check to wrest yourself away from the magnet, dropping to the mound below Position # 2.
**Gil-Oloth, and Z Data Z, at the beginning of your turns, please make a DC 29 Athletics check or your weapon is pulled from your grasp and up onto the magnet overhead; if you fail the check by 5 or more, your yourself are also pulled onto the magnet. Creatures wearing no armor are immune from being pulled onto the magnet, while those wearing heavy or powered armor take a -2 penalty to the Athletics check. (Creatures with mainly organic weapons or armor might receive a +4 bonus to their check at my discretion).

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Couch and elf alike are drawn to the magnet! Can't reach the DC and even a nat 20 will make the result 5 under it :D despite Gil-Oloth seeming to wear nothing but a toga!
Nevertheless, being at enough distance from the computer, she continues to try to take control of the magnet.
By Ibra! I HATE this mission. she says as her stuff is scattered everywhere or stuck with her by the pull and the magnet.
Computer (remote hack 40ft.): 1d20 + 21 ⇒ (8) + 21 = 29 +4 with tools
not counting some penalty by being stuck in a giant magnet :D

GM Jhaeman |

Z Data Z and Gil-Oloth are pulled up into the air and caught by the magnet! Gil-Oloth steadfastly continues her work, but hacking through the computer's firewalls is difficult.
@Gil-Oloth: You don't manage to get access to the magnet with that result, but you can try again next round.
@Meglos: You posted dialogue--did you take an action this round?
Phil (and maybe Meglos) are up.

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Since we're in combat, I should have 2 entropy - 1 for start of battle and 1 for taking damage.

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Phil will tries to shoot an ice energy ray on the potential fellow ratfolk if it is within 50 feet.
Ice Energy Ray vs EAC: 1d20 + 10 ⇒ (5) + 10 = 15

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Meglos uses his forcepack and will fly 60ft to the west as his movement action and land next to the northern most ratfolk. He will keep attuning to the Photon (2) and strike out at the Rat creature with his Solar weapon
(bludgeoning damage)
Solar weapon: 1d20 + 18 ⇒ (16) + 18 = 345d6 + 23 ⇒ (6, 4, 5, 5, 3) + 23 = 46

GM Jhaeman |

Initiative (Round 3)
Kneepuncher (grappled**)
Ratspawn
Meglos
Gil-Oloth (stuck on magnet*)
Z Data Z (stuck on magnet*)
Phil (stuck on magnet*)
Magnet
Bold should go!
The mounds are difficult terrain.
*You are stuck on the magnet. On your turn, as a standard action, you can attempt a DC 29 Athletics check to wrest yourself away from the magnet, dropping to the mound below Position # 3.
**You are grappled. You are restrained by a creature, effect, or trap. You can’t move, and you take a –2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks, except those made to grapple your opponent in turn or to escape a grapple. In addition, you can’t take actions that require two hands (or other limbs) to perform. You can’t make attacks of opportunity. You can’t use Stealth to hide from the creature grappling you, even if a special ability allows you to hide when you normally couldn’t. If you become invisible, through a Spell or other ability, you gain a +2 circumstance bonus to your check to escape being grappled, but you receive no other benefit.

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Being grappled means there's no issue getting within reach of his target.
Entropic Strike: 1d20 + 14 - 2 - 2 ⇒ (5) + 14 - 2 - 2 = 15 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (5, 5, 3) + 15 = 28 (force, magic, operative; critical knockdown)
Entropic Strike: 1d20 + 14 - 2 - 2 ⇒ (9) + 14 - 2 - 2 = 19 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (6, 6, 6) + 15 = 33 (force, magic, operative; critical knockdown)
Getting a good angle is another question.
Entropy to 3 for multiattacking (Exergy).

GM Jhaeman |

Kneepuncher twists and turns, trying to land a blow on his monstrous foe, but can't quite get the right angle! The ratspawn tries to keep hold of him and gnaw at his arm, but the warrior slips free!
Meanwhile, the other one goes after Meglos!
Both of Kneepuncher's attacks missed.
Yellow and Black each take 5 F from Meglos corona.
Yellow tries to maintain the grapple and use its Gnaw special ability. Result: Failed! Kneepuncher is no longer grappled.
Black tries to bite Meglos. Result: Natural 1 misses.
Yellow Grapple+Gnaw vs Kneepuncher (grappled) KAC: 1d20 + 23 ⇒ (8) + 23 = 31
gnaw: 2d10 + 15 ⇒ (3, 2) + 15 = 20
gnaw Con damage: 1d3 ⇒ 3
Black bite vs Meglos KAC: 1d20 + 23 ⇒ (1) + 23 = 24
damage: 2d10 + 15 ⇒ (7, 8) + 15 = 30

GM Jhaeman |

Initiative (Round 3)
Kneepuncher
Ratspawn
Meglos
Gil-Oloth (stuck on magnet*)
Z Data Z (stuck on magnet*)
Phil (stuck on magnet*)
Magnet
Bold should go!
The mounds are difficult terrain.
*You are stuck on the magnet. On your turn, as a standard action, you can attempt a DC 29 Athletics check to wrest yourself away from the magnet, dropping to the mound below Position # 3.

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Still at distance from the controller of the magnet, Gil-Oloth continues to try to hack into it to disable the magnet.
Computer (remote hack 40ft.): 1d20 + 21 ⇒ (4) + 21 = 25 +4 with tools
Computer (remote hack 40ft.) Coin Reroll 2*: 1d20 + 21 + 2 ⇒ (10) + 21 + 2 = 33 +4 with tools

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Meglos continues to attune to the photon and is now fully attuned (3)
He will flashing strikes (full attack -3) on the one he has been attacking already (yellow). All damage on hit is bludgeoning
Solar Weapon vs kac: 1d20 + 15 ⇒ (15) + 15 = 305d6 + 23 ⇒ (2, 4, 2, 4, 6) + 23 = 41
1d20 + 15 ⇒ (17) + 15 = 325d6 + 23 ⇒ (4, 5, 3, 4, 5) + 23 = 44

GM Jhaeman |

Gil-Oloth *almost* manages to get into the computer, but the swaying of the magnet causes her to tap the wrong key at a crucial second! Across the room, Meglos lands two powerful blows one of the rat creatures, almost knocking it down!
Gil-Oloth, you literally failed by 1. Keep trying!
Both of Meglos' attacks hit Yellow. One more of that power would drop it.
Phil and Z Data Z are up.

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Pjil, still hanging in the magnet, attempts to shoots an icy ray on yellow.
Yellow EAC, Ice Damage: 1d20 + 10 ⇒ (2) + 10 = 121d3 ⇒ 1

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Data will use his action to wrestle himself free athletics: 1d20 + 15 ⇒ (15) + 15 = 30
free, now I spend a move action to move away from the magnet.

GM Jhaeman |

Phil fires a thin energy ray at the monstrous rat creature, but it shrugs it off completely! Z Data Z, however, manages to free himself from the magnet!
Phil's attack missed.
@Gil-Oloth: I haven't been applying a bonus for tools. My understanding is that hacking tools do not provide a bonus--some tools do and some tools don't: here. However, I very well could be misunderstanding, as the rules for computers and hacking are spread all over the Core Rulebook, so if I'm wrong, please let me know. Because the magnet moves next and your ability to take control of it is very relevant, I'll post again once we're sure one way or the other.

GM Jhaeman |

The dangling magnet moves along the ceiling track again, this time stopping over the southwest mound before emitting its powerful techno-magical pulse!
The magnet's 40' pulse covers everyone. Kneepuncher, Meglos, and Z Data Z, at the beginning of your turns, please make a DC 29 Athletics check or your weapon is pulled from your grasp and up onto the magnet overhead; if you fail the check by 5 or more, your yourself are also pulled onto the magnet. Creatures wearing no armor are immune from being pulled onto the magnet, while those wearing heavy or powered armor take a -2 penalty to the Athletics check. (Creatures with mainly organic weapons or armor might receive a +4 bonus to their check at my discretion). The ratspawn wear no armor, so will not be affected.

GM Jhaeman |

Sorry everyone, I somehow posted the Initiative tracker in the wrong thread--a Pathfinder game of all things :) Many jibes were had, and I have hopefully learned my lesson!
Initiative (Round 4)
Kneepuncher (need Athletics check**)
Ratspawn
Meglos (need Athletics check**)
Gil-Oloth (stuck on magnet*)
Z Data Z (stuck on magnet*)
Phil (stuck on magnet*)
Magnet
Bold should go!
The mounds are difficult terrain.
*You are stuck on the magnet. On your turn, as a standard action, you can attempt a DC 29 Athletics check to wrest yourself away from the magnet, dropping to the mound below Position # 4.
**At the beginning of your turn, please make a DC 29 Athletics check or your weapon is pulled from your grasp and up onto the magnet overhead; if you fail the check by 5 or more, your yourself are also pulled onto the magnet. Creatures wearing no armor are immune from being pulled onto the magnet, while those wearing heavy or powered armor take a -2 penalty to the Athletics check. (Creatures with mainly organic weapons or armor might receive a +4 bonus to their check at my discretion).

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Athletics: 1d20 + 15 ⇒ (4) + 15 = 19
Athletics, Shirt Reroll, 2 Novas: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36
The halfling briefly feels a pull toward the ceiling, but forces himself to stay on the ground. He starts smacking rats so that the others can focus on turning off the magent.
Entropic Strike: 1d20 + 14 - 2 ⇒ (2) + 14 - 2 = 14 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (5, 1, 5) + 15 = 26 (force, magic, operative; critical knockdown)
Entropic Strike: 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (1, 6, 5) + 15 = 27 (force, magic, operative; critical knockdown)
Yellow first, second swing will go to Brown if the first is a KO.
Not likely to matter this time, though at least he can draw some aggro.

GM Jhaeman |

Kneepuncher can't land a solid blow, but his foe is injured enough to retreat, burrowing into the massive bound of garbage behind it!
But the other ratspawn continues trying to bite off Meglos' face!
Both of Kneepuncher's attacks missed.
Yellow does two (burrowing) guarded steps and disappears into the mound of garbage.
Black attacks Meglos. Result: The attack hits. Meglos, you take 34 P.
Black bite vs Meglos KAC: 1d20 + 23 ⇒ (14) + 23 = 37
damage: 2d10 + 15 ⇒ (10, 9) + 15 = 34

GM Jhaeman |

Initiative (Round 4)
Kneepuncher
Ratspawn
Meglos (need Athletics check**)
Gil-Oloth (stuck on magnet*)
Z Data Z (stuck on magnet*)
Phil (stuck on magnet*)
Magnet
Bold should go!
The mounds are difficult terrain.
*You are stuck on the magnet. On your turn, as a standard action, you can attempt a DC 29 Athletics check to wrest yourself away from the magnet, dropping to the mound below Position # 4.
**At the beginning of your turn, please make a DC 29 Athletics check or your weapon is pulled from your grasp and up onto the magnet overhead; if you fail the check by 5 or more, your yourself are also pulled onto the magnet. Creatures wearing no armor are immune from being pulled onto the magnet, while those wearing heavy or powered armor take a -2 penalty to the Athletics check. (Creatures with mainly organic weapons or armor might receive a +4 bonus to their check at my discretion).

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(29 damage after my DR 5/0 Ouchies!)
athletics: 1d20 + 16 ⇒ (8) + 16 = 24
Okay so Im pulled up to the magney. As a standard action, Melgos will use Distant Burst on his Revelation of Supernova and unless FIRE! below him so it wont hit anyone else but the Ratspawn.
supernova: 11d6 + 2 ⇒ (3, 5, 3, 6, 5, 6, 4, 4, 1, 3, 1) + 2 = 43 Fire
Reflex save DC is 20.

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Phil points to the black Ratspawn and 3 bolts of missile strike it.
Magic Missile Damage: 3d4 + 3 ⇒ (4, 1, 4) + 3 = 12