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David Rust's page

Goblin Squad Member. RPG Superstar 6 Season Star Voter. 24 posts (91 including aliases). No reviews. No lists. 1 wishlist. 1 alias.


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Meraki wrote:
This might sound a little silly, but would a microphone help with the hearing issues? You'd have to pass it around the table when the players are talking, though.

That's an interesting idea...

I wonder if wireless headsets might help along those lines. I don't know much about the tech, though, but perhaps a computer could be set-up to help each person wearing one be heard and, in turn, hear others...

Hmmm....


Mike Welham wrote:

Thank you for the review, Michael! I'm glad you enjoyed the book (well, except for that one pesky spell).

It wasn't any of mine, was it? ;)

(Joke! Joke! Don't say!)

Yours,
David J Rust


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A really fun game supplement to work on with a really useful NPC class, the Arcane Worker, to use in my game-setting. I'll be able to look at my PCs and say, "Yes, that's a 'real' spell: it's in a supplement! I also wrote it!"


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This was really cool to work on and I'm happy to see three spells of my devising in print for other gamers to enjoy! Makes an old gamer-geek proud!

Castellan's Dungball for the win! Whoot! :)


Drejk wrote:

Rakshasa Paragon Class on d20pfsrd.

Basically it's making a monster a playable class.

Gotcha; thank you!


Broken Zenith wrote:

Yup, make sure they aren't done by anybody else! Try to find that overlap between something people would want to play, and something that hasn't been done by somebody else.

(Non-humanoids are fine, if not encouraged).

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,
Sylvan


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My stocking will not feel complete until Krampus is in it!

Any chance that we'll see a preview post of stats, soon? :)


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,
Sylvan


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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,
Sylvan (Dave)


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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,
Sylvan


DM_Blake wrote:

It would make much more sense if Appraise had a scaling DC like so many other skills (see the Craft skill for an example).

Here's a rough draft:

DC Determine value
10: Daily-use item (daily living items like food and drink)
15: Common items (ordinary household stuff that everybody has or uses commonly like clothing items, pots and pans, household tools like brooms, etc.), light armor, simple weapons
20: Uncommon items (things most people only buy once like wagons,...

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!


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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,
Sylvan (Dave)


Adam Daigle wrote:
David Rust wrote:
captain yesterday wrote:
Well it's ranged, and it has throw anything as a feat.

Agreed; that's why I think that's what it's supposed to be. But it IS kinda funny to see "Urn" rather than "thrown item within its reach".

What do others think of this interpretation?

We could have just put "improvised weapon" in the ranged line, but then the damage die would be variable, so we decided to put more detail. Having urn there also contextualizes the monster, suggesting that they are found in ancient crypts or similar such places.

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?


captain yesterday wrote:
Well it's ranged, and it has throw anything as a feat.

Agreed; that's why I think that's what it's supposed to be. But it IS kinda funny to see "Urn" rather than "thrown item within its reach".

What do others think of this interpretation?


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?


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An excellent thread; I'm looking forward to seeing more postings in 2016!

Star Voter Season 6

Thank you for your assessment; your comments were dead-on.

I think the biggest problem was that I envisoned a scenario in which it could be used and got so focused on that, I never zoomed out to consider the more general applications.

Thank you!

Yours,
Sylvan

Star Voter Season 6

Clouds Without Water wrote:


Spirit Glass - Some good ideas here. I like imbuing people via reflection. I like that it expires when you hit sunlight. But there were a few spirit related mirrors...

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,
Sylvan

Star Voter Season 6

I would be grateful for feedback on my own submission, the "Spirit Glass".

Spirit Glass
Aura moderate necromancy and conjuration; CL 13th
Slot none; Price 81,900 gp; Weight
Description
This small, palm-sized mirror—reflective on both sides—has a silver frame forged to look like inter-woven bones. The mirror allows the person peering into it and speaking a command word to be invested with the magic weapon special ability, ghost touch, for a single night; no more than 12 hours. The individual holding the Spirit Glass can also imbue the ghost touch property upon another person reflected in the mirror’s surface. This property also affects the subject’s equipment. The effects cannot be turned off once initiated. While imbued with ghost touch, the subject also perceives once-living things as if they were still alive. This includes corporeal undead as well as non-corporeal and can lead to some confusion.
Contact with sunlight, either natural or conjured by magic, immediately cancels the ghost touch effect for the subject and all equipment.
This wondrous item can be used up to 10 times per day. All uses are restored no sooner than a full day after the next sunset once it has been activated. The command word is typically inscribed in a hidden location on the intricately-forged frame.
Construction
Requirements Craft Wondrous Item, detect undead, plane shift, silent image, creator must have either 8 ranks in Knowledge (arcana) or Knowledge (planes); Cost 40,950 gp


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,
Sylvan (Dave)


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,
David J Rust


If you would believe it, I have had goblins as a PC race (my own recipe, of course) for years... :)

I'd love to see this officially, though!


Leonal wrote:

Table 8-4 Creature size and scale (link).

Page 195 of the Core Rulebook.

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,
Sylvan (Dave)


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,
2. What the general space/reach would be at those sizes, and,
3. How big or small (in general) each size category is in real-world measurements.

I own the Bestiary, Core Rulebook, and the Advanced Player's Guide.

HELP! This is driving me crazy!

Yours,
Sylvan (Dave)