Michael Burchett's page

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. ** Pathfinder Society GM. Starfinder Society GM. 17 posts (230 including aliases). 5 reviews. No lists. No wishlists. 28 Organized Play characters. 1 alias.


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Ok; that makes sense!

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How do you get access to this scenario? It's listed as unavailable.

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This is my first Starfinder game, but I've played lots of PFS and other PbP

Chronicle: 1
Player Name: Mike Burchett
Character Name: Landros
Organized Play: 11391-701
XP: 0
Fame: 0
Credits: 13
Reputation: 0
Boons: Acquisitives
Purchases: none

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Name: Allura
Race: female Half-elf
Classes/levels: Rogue 10
Adventure: Mother of Flies
Location: Walcourt
Catalyst: Ilnerik slam (damage)
The Gory Details: Two slams with one a crit was just too much for a non-tank like Allura. Immediately raised with Breath of Life, so not sure if it counts.

Name: Allura
Race: female Half-elf
Classes/levels: Rogue 11
Adventure: The Twice-Damned Prince
Location: Rego Cader
Catalyst: Morgh tounge followed by coup-de-grace

Name: Goomb (pronounce gloom)
Race: male tiefling
Classes/levels: Ranger 11
Adventure: The Twice-Damned Prince
Location: Rego Cader
Catalyst: Mohrg tounge followed by coup-de-grace

The Gory Details: While there have been some close calls, there have been no deaths in this campaign except for the above, possibly since the way-too-nice GM (myself) was way too generous on stats. So while they have not had trouble with some major set piece encounters, it was quite a shock that a simple encounter with the Mohrg Palaveen in the ruins of Rego Cader and his minions would be the first real PC deaths. Second coup-de-grace was given when last Mohrg had 10 hp but noone within AOO range. Since they immediately rose as zombies, it also meant that the 2 10000 gp diamonds they had planned on selling were instead used for two resurrection spells.

On a side note, this is an evil party, and when they found the Totemrix they did not immediately neutralize it with the Morrowfall; instead they gave it to Goomb's cleric cohort Noth for safekeeping. Now Noth is nowhere to be found, but is rumored to be in Rego Cader ;-).

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pbenner wrote:

Hi guys,

I have a player asking me about the Deepwood Sniper prestige class from 3.0 in my Pathfinder campaign. I don't see many issues with it as the improved critical abilities no longer stack in Pathfinder, but does anyone else see any issues?

Paul

Having let one into my 3.5 campaign many years ago, please note:

It is SUPER broken. It's a totally fun class to have around, but when they start shooting 5 arrows a round at 19-20/x5! they do incredible amounts of damage.

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Looking for clarification; one of the PCs in my campaign is a witch; her most used ability is hexing (Misfortune, etc.)

Maybe I'm just missing it, but I don't see anything that sets it as mind-effecting etc. This is pretty important, as it doesn't seem like something that should affect undead, constructs, etc.

Anyone have an answer?

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So I'm one scenario away from level 5, which means I am one scenario from choosing my next favored enemy.

My elven ranger is an archer, and he took humans as his first favored enemy, and I'm going to bump that one to +4. Any suggestions on the 2nd enemy? I am thinking undead at this point...

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Count_Rugen wrote:

Serious question! Hahaha

I mean, James is the creative head of the biz... Lisa is the administrative head of the biz... Erik is just listed ambiguously as "publisher."

Just curious

I think the more important question is: *breaks into song*

"What would Eric Mona do, if he were here right now..."

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Dragnmoon wrote:
Michael Burchett wrote:
Enevhar Aldarion wrote:


The first sentence should have added "so long as that character has not already received GM credit for that scenario."
I'm almost 100% positive you are incorrect here. You can GM and play a scenario for credit once each, regardless of order.

You read his statement incorrectly, What he is saying, is as long as the Character not player has not received GM credit it can receive playing credit.

a Character can only get Credit for a given scenario once.

*Fist to forehead* Doh!

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Enevhar Aldarion wrote:


The first sentence should have added "so long as that character has not already received GM credit for that scenario."

I'm almost 100% positive you are incorrect here. You can GM and play a scenario for credit once each, regardless of order.

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I'm GM'ing, but my group (CN witch, CN bard/ninja, NE ranger, NE rogue) decided on "The Order of Chaos".

Yeah, they're pretty much in it for themselves. Fun so far though. Sixfold Trial on Friday.

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Does an NPC (or PC) get another save when a witch cackles to prolong a misfortune effect?

From the way it is written, it does not seem so, but it does seem a bit super-awesome to have an enemy miss one save, and then have to roll twice for every d20 the rest of the combat.

So I wanted to check.

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Zizazat wrote:
Enevhar Aldarion wrote:
No, the current Guide does only says 6 or more players. I was just thinking I had seen it said in the forums that if you have 7 players that you can up the APL by one more in addition to the plus one for 6 players if needed so that the table has a challenge.

The 3.0 guide says exactly the same thing as the 2.2 guide. Page 27 (both versions), 'if there are six or more players at the table, add +1 to the APL.' I was just correcting your statement that you add 1 to the APL if you have seven, because that gives the false impression that's the only case in which you do. And it isn't.

Note that the only exception to this is if the +1 for size adds it past what players showed up to play. There is a specific example where if 6 players (all lvl 5) show up for a 1-5 adventure to go ahead and run it (even though with the +1 they are APL 6). My assumption that if it was tier 1-7 you would play up to the 6-7.

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This one isn't tried and tested, but I think I am going to go with it. I think I will have 2 gob war1, a gob adp1, and a dire rat with him. It shouldn't be too tough, but a decent challenge for a 1st level party.

With a white chin and a ratty appearance, this goblin looks ancient yet tough.
--------------------
WHITECHIN CR 2
Male Goblin Fighter 1 / Rogue 1
NE Small Humanoid (Goblinoid, Shapechanger)
Init +4; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +7
--------------------
DEFENSE
--------------------
AC 21, touch 15, flat-footed 17 (+4 armor, +4 Dex, +1 size, +2 natural)
hp 16 (1d10+1d8+4)
Fort +4, Ref +6, Will +2
DR 10/silver
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Bite (Wererat, Dire Template, Natural) +1 (1d3+1) and
Dogslicer +4 (1d4+1) and
Masterwork Dogslicer +5 (1d4+2) and
(Single attack MW Dogslicer +6 1d4+2)
Special Attacks Filth Fever (Disease) (DC 13), Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 13/15, Dex 18, Con 13/15, Int 12, Wis 12/15, Cha 4
Base Atk +2; CMB +2; CMD 16
Feats Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +3, Bluff +1, Climb +1, Escape Artist +3, Fly +5, Intimidate +2, Knowledge: Local +6, Perception +7, Ride +7, Sense Motive +7, Stealth +16, Survival +6, Swim +5
Languages Common, Goblin
SQ Change Forms (Su), Curse of Lycanthropy (DC 15) (Su), Lycanthropic Empathy +3 (Ex), Trapfinding +1
Combat Gear Masterwork Dogslicer, Dogslicer, Masterwork Chain Shirt; Other Gear Potion of Cure Light Wounds
--------------------
SPECIAL ABILITIES
--------------------
Change Forms (Su) Change into Hybrid or Animal forms.
Curse of Lycanthropy (DC 15) (Su) Bitten enemy must pass DC 15 Fortitude save or contract lycanthropy.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Filth Fever (Disease) (DC 13) (Ex) Bite—injury; save Fort; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lycanthropic Empathy +3 (Ex) Improve the atttitude of your type of animal, as if using Diplomacy.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.
===== Basic Details =====
Motivations & Goals: He wishes to rule all of the ruined city, and he is trying to recruit bandits into his "army".

Created With Hero Lab® - try it for free at http://www.wolflair.com!

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Just want to cancel my AP subscription just in case someone in my group wants to run one after I run CoT.

Also, if I want to subscride to the RPG, but already have an APG, can I subscribe without it sending me one?

Thanks!

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Thanks all for the insights...

I am running the "Devil we know" series, and since I have all brand new PFS players and filth fever is rampant in the series, I wanted to make sure I know what to do when it comes up.

Thanks again.

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Hey, a quick question... how should disease be handled, especially when it probably does not take effect during the scenario?

Full Name

Gak Silversmith

Race

Aasimar (Angel kin Scion of Humanity)

Classes/Levels

Barbarian 1

Age

25

Alignment

N

Languages

Common

Strength 18
Dexterity 13
Constitution 12
Intelligence 10
Wisdom 10
Charisma 12

About Gak Silversmith

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Gak Silversmith

Male Aasimar Barbarian 1
N Medium
Init +1; Senses Darkvision 60ft

Statistics
Str 18, Dex 13, Con 12, Int 10, Wis 10, Cha 12
Base Atk +1, CMB +5CMD 16

Combat
Defense
AC 17, Touch 11, Flat-footed 16 (+6 Armour, +1 Dex)
hp 13 (1d12+1)
Fort +3, Ref +1, Will +0;

Offense
Speed 30 ft
Melee

Unarmed Strike +5 (1d2+4)

Greataxe +5 (1d12+6)(S)(2 Handed)

Dagger +5 (1d4+4/19-20)(SorP)

Ranged

Feats/Traits/Skills:

Feats
Power Attack

Traits
Armour Expert - 1AP
Coherent Rage - Stealth

Favoured Class bonus +1 Skill point
Skills 4+1

*Climb (Str) +8 (1R)
*Swim(Str) +4 (0R)

*Acrobatics (Dex) +5 (1R)
*Ride(Dex)

*Kn Nature(Int) +4 (1R)

*Perception(Wis) +4 (1R)

*Handle Animal (Cha)
*Intimidate(Cha) +5 (1R)

Languages Common

Background Skills
*Craft: Silver (Int) +4 (1R)
*Profession: Silversmith(Int) +4 (1R)

Gear:

Combat Gear

Dagger*3 (6/3)
Greataxe (20/12)

(26/15)

Magical Gear

Alchemical Gear

Gear
Backpack(2/2)
Waterskin *2(2/8)
Flint and steel(1/0)
Explorers outfit(Free)

Wandermeal *10 (.1/5)
Trail Rations *4 (4/4)
Mess Kit(1/.2)
Bedroll 5
Blanket 3

Fishing Kit .5/3
Silversmiths Toolkit (5/5)

Gear Weight: 94 lbs (100)
Gold:19
Silver: 2

Barbarian Class Abilities:

Fast Movement (Ex)
A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.

Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.


Racial Abilities:

Dark Vision
Resist Energy Cold, Acid, Electricity
1/day Alter Self

Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Appearance:

Just over 6 feet tall, Gak tries not to loom over others as it can make them uncomfortable. He wears woolen clothing under his armour and furs over to keep him warm. When he does not need the armour he wears woolen shirts, Pants and boots.

Personality:

He does not deliberately go out of his way to be unkind to others but he is a product of his people and he does not see much value in those that do not have strength.

He has adapted to civilised life and he works hard as a silversmith, but he wants more, he is stifled in civilisation, he wants to roam and use his strength to get him past obstacles thrown at him rather than via negotiation.

He does have a presence about him that draws others to him or makes them envious/fearful of the roistering lad they see before them.

Background:

Gak was born to the FrostAxe peoples a tribal people who's lands are on the border of these civilised lands. He was taught how to use an axe from a young age to fight and hone his body into a weapon. His mother was a great beauty touched by the gods many said and far to good a woman for his father the warrior Kuhan.

When his father was killed in a raid on the tribes civilised neighbours Gak and his mother Reka were alone and now her otherworldlyness was a sign of bad fortune. After Gak was injured dissuading a man from insulting his mother, Reka decided to take the boy and leave the tribe and seek solace in the civilised lands.

They travelled for a few weeks and checked out a few villages, finally Reka found a strong man suitable to look after her and to provide a trade for her son that would be acceptable in civilised lands. Iolus was bewildered, the lady Reka had just breezed into his smithy and taken over the place, she told him his place of business needed a womans touch. A womans touch that respected hard work and seeing as he did not have an apprentice, her son would be his new apprentice. Now Iolus was not a meek man and he was definitely the master in "His" smithy and the boy was a fine strong lad. But he was taken in by this tall, blonde woman, strong of body and will.

Gak was not skilled but he was an eager learner and he would work well as long as Iolus made time to take him out and teach him weapon skills and in some cases be trained. Iolus resigned himself to seeing how it went. Fortunatley for Iolus it went well, Reka knew the type of man he was, she had observed her target and questioned the other villagers about him before deciding on her prey.

Gak was an average smith, but he found that he was very good with intricate work of quality such as working in silver. He still did smithy work but his focus was on learning to be a silversmith.

Iolus and Reka were within a short time married and Reka even found herself to be happily in love with this man, even though she had primarily been looking out for herself and her son.

The years passed and Gak was known around town as a bit of a casual thug, he was a silversmith and part time bouncer at the local inn(mainly because it gave him an acceptable violent outlet). His flair for violence and good looks combined to make this tribal at least accepted. He could never quite adapt to the civilised life and it showed in his need to foray out into the wilds and burn off his building frustrations, hunting and camping in freedom.

When the news of the new settlement broke, Gak was excited, he never really fit in and he wanted a chance to really show what he could do and build a society in lands more suited to him. He took the flyer to his mother Reka, but she already had one on the table, she was waiting for him "It is time for you to go and make your own way.".