Drejk wrote:
Gotcha; thank you!
Broken Zenith wrote:
I've not run into this concept, before: "paragon/racial classes"? Other than picking this up in a published supplement, is there somewhere online that describes this well? I've not found anything on the d20pfsrd. Curiously yours,
Drs. R. H. S. P. Stuart-Mill wrote: Thank you for your reply and a composed all the answers to one great reply ! AND YES WE MUST BE GREAT MINDS !!!! :) Reading your description, we have very different origins and rules in our worlds, indeed! Mine is more like a cross-dimensional, "bottom-of-a-well" in which chunks of different worlds fall through. Their native elements are converted (along with things that "don't belong") by Storm Dragons. Excess air becomes air crystals, excess fire becomes fire crystals and so on. Earth crystals tend to hold the islands together and, when some collide, may get fused into a larger island. Air crystals, embedded in the islands, keep them afloat ... mostly. Over millions of years, different layers evolved with 20+ races. People argue over why the Storm Dragons summon chunks of other worlds to this central location but that's a mystery for my players. :) I love your description of the blazing core. I can envision enthusiastic players wanting to see if they can tap it for power ... despite what wizards in the world might say to them about it. <chuckles> Have any of your players brought that up, yet? Yours,
It works well. I've been running a campaign world called "Skylands" for about 20 years, now. The airships which connect the islands and the isolation that many of the continents/skylands possess with respect to one another can be an extremely good way to combine many different cultures and themes into one campaign. Great minds think alike, eh? :) Kudos! Go for it! And post updates! I'd love to see what you come up with and compare to what I've been doing. Yours,
Recently, I've had my sorcerer character go through a bit of a transformation during the events of "Rise of the Runelords". While I wrote him as a poor son of a farmer with a hatred for goblins (who would raid the farms outside Sandpoint, where he lived), I decided (once in play) that my character was a religious sort. He believed that evil creatures, such as goblins and some giant-kin, were evil because they lacked souls. The cleric in our party encouraged this belief. Well, during the raid on Thistletop, our referee had a goblin beg for mercy and surrender. My NG Sorcerer immediately stopped, stunned. It seemed as if this creature was honestly remorseful and, therefore, might actually have a soul. I spared him and, honestly, never ran into the goblin, since. Something similar happened with some of the ogre-kin near Hook Mountain. Our cleric (of Abaddon) kept to his position that these creatures were purely evil and irredeemable. So, upon gaining 11th level, I had my character take a level in Cleric and devoted himself to Sarenrae and her teaching of redemption. I've found it to be rather exciting to go in this direction as it offers some perspective on redemption that our adventuring party has lacked in the past. It's still fairly recent so I'm not sure how it's going to play out, but so far I think the key element I've focused on is the idea of mercy. From what I've experienced, the quality of mercy is at the heart of Sarenrae's clergy. It is mercy that speaks towards redemption or, if no redemption is possible, a swift and painless end. If you put mercy at the core of your portrayal of a Sarenrae cleric, most of the rest will follow. Yours,
DM_Blake wrote:
I'm very fond of this simple approach. I think other modifiers for complexity could be involved (such as even though an astrolabe would be uncommon for most people in my world setting but common for sailors, one that was created to do more than chart positions by the stars or working with a bonus to navigation attempts due to how it works). However, that's tinkering with something you already created that was pretty damn good on its own. Kudos!
Adam Daigle wrote: Space was indeed the main factor for how this monster appeared in this book. The ahkhat originally appeared in Pathfinder Adventure Path #79: The Half-Dead City where it got a full two pages and plenty more description. Y'know, I really appreciate your attention to fans of your games. It's contact like this, plain and simple talk, that makes lifelong gamers like myself loyal. :) I've been reffing tabletop RPGs since January 1st, 1980 and playing for a few months before then. It's always great to get into conversations with the creators. Yours,
Adam Daigle wrote:
That's cool. I'm curious, though, was it due to space considerations (when it came time to print) that you folk didn't elaborate on that in the creature description?
So, I was reading up on the Ahkhat (a fascinating critter) and I noticed something that doesn't make sense and isn't explained anywhere. It's attack form is "Urn". What is this? Is it, like, a thrown object like throwing an urn? It's not mentioned in the monster description nor anywhere online that I can find. Any ideas?
Clouds Without Water wrote:
That's a very good assessment; I'd not thought about the "effectively endless" when I put the uses at 10/day. What I had in my mind was a device that could help an entire party for one night. But you're quite correct: I was in my head, so much, envisioning the "optimal usage scenario" I didn't notice the average, everyday use for the item. Thank you for your comments! Yours,
I would be grateful for feedback on my own submission, the "Spirit Glass". Spirit Glass
For beginning players, try putting corks on the forks. This is reference to the movie (and Broadway musical) "Dirty Rotten Scoundrels". If the players do stupid stuff like wandering down a dark hallway without their armor on or looking at a numerically superior group that has the drop on them and insisting on charging into battle rather than taking cover or looking for alternatives to getting killed, you may have to child-proof your adventures for a little bit. You could, of course, just kill their characters off whenever they do something dumb but -really- they're beginners. It's no fun to lose a character. Instead, give them consequences but plan for some consequences that aren't life-or-death but, instead, providing some challenges that encourage insightful role-play. Also, you may want to work on your personal GMing style. This came up in my own game a couple months ago. I was so intent on describing things, I drowned the players in adjectives and -as such- several of them missed crucial elements such as "there are at least a dozen enemies further up the hill, all of them with really excellent cover behind glacial boulders, and they have just fired warning shots down at you in such a way that you cannot obviously fight back." Trust me, my effusive descriptions really cost the players, here. The few that figured out they probably couldn't face the enemy in this scenario used things like invisibility or Hide to avoid the situation until they could figure out what to do next. You may need to examine just how you are describing things to your players -either too much or not enough- and try modifying things a little. Yours,
As a referee, I am wondering if Paizo will ever provide print-quality downloads of the icons they use in their Bestiary publications (climate, terrain, monster type)? The reason I ask is that I do a lot of creature creation, myself, and would like to emulate the Pathfinder style as much as possible in my notes and character hand-outs. Yours,
Leonal wrote:
THANK YOU! I knew where the first table was but I didn't know about the chart on pg.195! I was going crazy thinking they'd left out space and reach! Yours,
Good day, all, This may be staring me in the face right now, but -for the life of me- I cannot find a single chart that lists: 1. All of the size categories for creatures,
I own the Bestiary, Core Rulebook, and the Advanced Player's Guide. HELP! This is driving me crazy! Yours,
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