Thurston Hillman Contributor—Canadian Maplecakes |
3 people marked this as a favorite. |
There's really only one choice for what avatar the winner selects. :)
Liz Courts Community Manager |
Ooooh, fun! Is the addition of a goatee required?
No.
Can the evil doppelgänger be a different race but of the same subtype (I.e. drow Merisiel or duergar Harsk)?
I'm going to say no.
No alternative background or flavor text aside from the required Hell's Vengeance trait?
Correct—the point is to build on their original background, but they went bad.
Does Seoni still need to be Varisian?
Yes. Background ethnicity still needs to be the same.
Do iconics with companions or eidolons need to keep those same ones, or can they be swapped out?
Keep the same ones—I'm more interested in the iconic rather than their supporting cast.
Also, do Seoni and Yoon need to keep the same bloodline/primary element?
Hmm. I'm going to say "no," though I'm hesitant in Yoon's case since it's tied more heavily into her background.
TerraNova RPG Superstar 2009 Top 32 |
cartmanbeck RPG Superstar 2014 Top 16 |
cartmanbeck RPG Superstar 2014 Top 16 |
How can Seelah be evil if she still needs one level of paladin?
You could make her a fallen paladin that converted to Antipaladin, I would think. From what I remember, when a fallen Paladin becomes an Antipaladin, they replace Paladin levels with Antipaladin ones. This fits the rules because Antipaladin is TECHNICALLY just an archetype of Paladin, because alternate classes are (more in-depth) archetypes.
Liz Courts Community Manager |
How can Seelah be evil if she still needs one level of paladin?
Because ex-paladins still keep their paladin levels. None of their class abilities or spells, mind you...
Tothric RPG Superstar Season 9 Top 32 |
Is there a word count limit? Do you want the back-story to the event? Where do you want the picture? Can we hyperlink the picture?
Sorry about the over enthusiasm Liz!
Edit: In truth, if I were truly (Chaotic) evil... I would just answer these questions on my own interpretation and let the fine folks of the competition deal with the consequences. But... In the effort of fairness, I think I'll ask.
Mark Moreland Developer |
TR-8R wrote:How can Seelah be evil if she still needs one level of paladin?You could make her a fallen paladin that converted to Antipaladin, I would think. From what I remember, when a fallen Paladin becomes an Antipaladin, they replace Paladin levels with Antipaladin ones.
Antipaladin is a unique in that regard. Since it's an alternate class, she can't have levels both in (ex-)paladin and antipaladin, so it's up to Liz and the community team if, when she replaces her paladin levels with antipaladin levels, if those still count as her belonging to her original base class.
Liz Courts Community Manager |
Is there a word count limit? Do you want the back-story to the event? Where do you want the picture? Can we hyperlink the picture?
No word count limit, but I'm not looking for a novella or everything. If you want to add backstory, you can, but it's not required (nor is a factor for winning entry criteria). You can hyperlink a picture, but again, not required.
I'm a little confused with the stat block format. Where do we list class and, in case of certain characters, deity? Spells as opposed to spell-like abilities? I'm guessing ecology isn't necessary?
I've updated the stat block to include a spot for the race and class, spells, and removed the ecology block. Normally deity is listed like, "Human paladin of Iomedae 4" underneath the XP line.
And in regards to the antipaladin...yes, Seelah can be an antipaladin, replacing her required paladin level, since that alternate class has specific rulings on how to deal with pesky paladin levels.
Liz Courts Community Manager |
Liz Courts Community Manager |
Ron Lundeen Contributor |
Aww man, I was starting to plan out what I was gonna submit, and then I saw this part:
rules wrote:BOOO!! LOL
Anyone who has a design credit in 3 or more of Paizo's Pathfinder products is ineligible.
Yeah, I had some great ideas about tying an entry to Hell Comes to Westcrown, then I got to this part, too...
Alexander MacLeod RPG Superstar 2008 Top 16, 2010 Top 4 |
Lord Valstaff |
I guess ill give it a go. 1st time doing something like this. Thanks Mark for the Stalker Spec.
Mirror Universe Red Raven CR 3
XP 800
Human Vigilante 4
NE Medium humanoid (human)
Init +4; Senses Perception +6
----- Defense -----
AC 19, touch 14 , flat-footed 15 (+4 armor, +4 Dex)
hp 35 (4d8+12)
Fort +4, Ref +9, Will +4
----- Offense -----
Speed 30 ft.
Melee +1 dagger +6 (1d4+3/19-20), dagger +5 (1d4+1)
Ranged light crossbow +7 (1d8/19-20)) or
dagger +7 (1d4+2/19-20)
Special Attacks hidden strike
----- Tactics -----
Before Combat Red Raven sticks to being stealthy within the shadows and waits for his target. He readies and action to catch his target unaware with a crossbow bolt in order to maximize damage from his hidden strike ability.
During Combat Red Raven will close the distance, going so far to even tumble through an opponent's square to catch them off guard and attack them mid tumble while two-weapon fighting, catching them off guard again to gain the upper hand with hidden strike. After tumbling he intimidates his foes giving him the upper hand in combat. He will pinpoint the weakest AC opponent first, prioritizing casters. If an opponent he has struck with hidden stike starts their turn within his threatened squares he takes the opporunity to strike again.
Morale If reduced to half hit points he drinks a potion of cure light wounds to sustain himself. If reduced 12hps or lower, he will withdraw to the shadows or drink his potion of invisibility in order to escape (whichever is safest at the time).
----- Statistics -----
Str 15, Dex 18, Con 14, Int 10, Wis 9, Cha 12
Base Atk +3; CMB +5 ; CMD 19
Feats Two-weapon Defense, Two-weapon Fighting, Weapon Finesse
Traits local tough, fencer
Skills Acrobatics +11 (+15 to move through a threatened square or enemy's space), Climb +9, Disable Device +13, Disguise +5 (+25 to appear as part of polite society while in your social identity), Intimidate +9 (+13 when in your social identity, +13 in your area of renown while in your vigilante identity), Knowledge (local) +5, Perception +6, Sense Motive +4, Stealth +11
Languages Common
SQ alternate identity, seamless guise, social grace, social talents (renown, social grace), vigilante specialization (stalker), vigilante talents (up close and personal, leave an opening)
Combat Gear potion of cure light wounds (2), potion of invisibility, alchemist's fire (2); Other Gear +1 studded leather, +1 dagger, daggers (6), light crossbow, crossbow bolts (10), belt of tumblingUE, cloak of resistance +1 , maskUE, masterwork thieves' tools, disguise kit, grappling boltUE (2), silk rope, belt pouch, 73gp
----- Special Abilities -----
Alternate Identity You can assume different identities.
Hidden Strike +2d8/2d4 Extra damage against unaware foes, d4s vs. flat-footed or flanked foe.
Up Close and Personal (Ex) Using Acrobatics to move through opponents space allows attack as swift action. If the Acrobatics check succeeds, this attack applies the stalker vigilante's hidden strike damage as if the foe was unaware of the stalker vigilante.
Leave an Opening (Ex) Foes struck by hidden strike provoke AoO from you at beginning of their next turn.
Renown +4 (Edme) (Ex) Renowned in one community of up to 200 people.
Seamless Guise (Ex) +20 circumstance bonus to appear as part of polite society.
Social Grace (Intimidate) +4 circumstance bonus to selected skill while in your social idntity.
Two-Weapon Defense +1 AC while wielding 2 weapons. +2 when doing so defensively.
Liz Courts Community Manager |
Would you be able to make any of the Evil Iconics into Good Guys?
Hrm... I'm gonna say that the intent of this contest is to make our iconics into the bad guys, which doesn't really work for iconics that are already evil. If their pregenerated stat block in the Community Use Package has an evil alignment, then I'm going to say they aren't eligible for this contest.
John Compton Pathfinder Society Lead Developer |
2 people marked this as a favorite. |
LackofFocus wrote:Would you be able to make any of the Evil Iconics into Good Guys?Hrm... I'm gonna say that the intent of this contest is to make our iconics into the bad guys, which doesn't really work for iconics that are already evil. If their pregenerated stat block in the Community Use Package has an evil alignment, then I'm going to say they aren't eligible for this contest.
I imagine that would include:
Alexander MacLeod RPG Superstar 2008 Top 16, 2010 Top 4 |
8 people marked this as a favorite. |
When her brother revealed her secret pit fighting, the shame practically broke Kess. Her pride and self-worth collapsed, crushed under the mockery she suffered, and Kess fled her family with no plan but to end it all. In dark tomes read through burning tears, the disgraced noblewoman discovered instead the demon lord of hopeless despair, Sifkesh.
Kess now has three simple goals in life: hurt others as she hurts, bring shame to House Vlastos and all its allies, and to die in the most spectacular way possible.
Mirror Universe Kess CR 4
XP 1,200
Human brawler 4
CE Medium humanoid (human)
Init +4; Senses Perception +8
----- Defense -----
AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +2 Dex, +1 dodge)
hp 36 (4d10+8)
Fort +5, Ref +6, Will +2; +4 profane bonus on saving throws against mind-affecting effects
----- Offense -----
Speed 30 ft.
Melee unarmed strike +10 (1d8+5) or
unarmed strike brawler’s flurry +8/+8 (1d8+5)
Ranged javelin +6 (1d6+5)
Special Attacks martial flexibility 5/day, traits (erratic malefactor, killer)
----- Tactics -----
Before Combat Due to her withdrawn nature, Kess tries not to draw attention to herself. She keeps an eye on nobles and other foes who try to do the same, and prepares alchemist’s fire or javelins for the opening of hostilites.
During Combat Kess is unusually reckless in combat, taunting (with her Dazzling Display feat) and attacking as many opponents as possible. She figures the more people she hurts, the less she will feel herself, and her death will only serve to further the desires of the Sacred Whore, Sifkesh.
Morale If she thinks there is a chance for an opponent to kill her, Kess will fight to the death. If her foes are so weak as to show mercy, Kess will retreat from a losing battle (with or without her allies).
----- Statistics -----
Str 20, Dex 14, Con 12, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +9 (+10 grapple); CMD 21 (22 vs. grapple)
Feats Dazzling Display, Demonic Obedience (Sifkesh)(from Book of the Damned: Lords of Chaos), Improved Unarmed Strike, Intimidating Prowess, Weapon Focus (unarmed strike)
Skills Acrobatics +7, Intimidate +11, Knowledge (nobility) +1, Knowledge (planes) +3, Perception +8, Ride +7, Sense Motive +8
Languages Common
SQ AC bonus +1, brawler’s cunning, brawler’s flurry, maneuver training (grapple +1), martial training, unarmed strike
Combat Gear alchemist’s fire, brooch of shielding (101 charges), potions of cure light wounds (3); Other Gear cold iron javelins (5), +1 mithril chain shirt, ring of protection +1, brawler’s kit (from Advanced Class Guide), everburning torch, 101 gp
----- Special Abilities -----
Brawler’s Cunning (Ex) Kess counts as having 13 Intelligence for the purpose of qualifying for combat feats.
Brawler’s Flurry (Ex) When Kess makes a full-attack, she has the Two-Weapon Fighting feat as long as she uses unarmed strikes, close weapons, and monk weapons, and she adds her full Strength modifier to all attacks.
Erratic Malefactor (Ex) Kess’s unpredictability and volatile temperament gives her an advantage over her foes. She gains a +2 trait bonus on initiative checks. In addition, she is willing to work with others, and has learned to use her allies’ strengths to reinforce her own skills and abilities. Once per day, as long as an ally is within 10 feet of her, Kess can reroll a single attack roll or skill check before success or failure is known. She must take the results of the second roll, even if it is worse.
Killer (Ex) Kess deals additional damage equal to her weapon's critical hit modifier when she scores a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
Martial Flexibility (Ex) Kess can spend a move action to gain any combat feat she doesn’t possess for 1 minute, as long as she meets the prerequisites. If she uses the ability again before that time, she loses all the feats from the previous use. If the feat has a daily limit and she picks it more than once, it doesn’t reset the limit. Power Attack is a pretty good choice if you’re fighting something you’d rather punch than grapple.
Martial Training (Ex) Kess counts her brawler levels as both fighter levels and monk levels for the purpose of qualifying for combat feats.
Insane KillMaster |
Liz Courts wrote:LackofFocus wrote:Would you be able to make any of the Evil Iconics into Good Guys?Hrm... I'm gonna say that the intent of this contest is to make our iconics into the bad guys, which doesn't really work for iconics that are already evil. If their pregenerated stat block in the Community Use Package has an evil alignment, then I'm going to say they aren't eligible for this contest.I imagine that would include:
Seltyiel (no pregenerated character sheet yet, but he's LE)
Meligaster (actually NE, but for the organized play campaign's purposes, we made him N with a note that he would normally be NE)
* The APG Iconics? They are kinda lacking in the stat block / pregenerated character sheet department.
So, this is "Make an Evil version of an Iconic" and not "Create their Evil Twin".
Question: Do we need to keep their Gender?
Liz Courts Community Manager |
Liz Courts Community Manager |
Is there a word limit? I'll try to keep it brief.
As previously stated,
No word count limit, but I'm not looking for a novella or everything. If you want to add backstory, you can, but it's not required (nor is a factor for winning entry criteria). You can hyperlink a picture, but again, not required.
kevin_video |
In the rules it states that we are to use two traits, with one being a campaign trait from the Hell's Vengeance AP. Do we list the traits under special abilities? I ask because the given format we're to use doesn't actually have a Traits block like the PFS pregens do.
I'm curious about this as well. Was this accidentally left out of the template?
Jack Amy |
XP 800
Male halfling bard (dirge bard) 4
NE Small humanoid (halfling)
Init +6; Senses Perception +6
----- Defense -----
AC 20, touch 13, flat-footed 18 (+5 armour, +2 Dex, +2 shield, +1 size)
hp 35 (4d8+12)
Fort +2, Ref +5, Will +2; +4 vs. fear, energy drain, death effects, necromantic effects
----- Offense -----
Speed 20 ft.
Melee masterwork short sword +2 (1d4-1/19-20)
Ranged masterwork light crossbow +5 (1d6/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks baridic performance 15 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1), secrets of the grave
Spell-Like Abilities (CL 4th; concentration +9)
1/day—ill omen (DC 16)
Bard Spells Known (CL 4th; concentration +9)
2nd (2/day)—blindness/deafness (DC 18, CL 6th), fear (DC 17, CL 5th)
1st (5/day)—cause fear (DC 16, CL 5th), ear-piercing scream (DC 16), feather fall, hideous laughter (DC 16), ray of enfeeblement (DC 16, CL 5th)
0 (at will)—detect fiendish presence, detect magic, light, mage hand, read magic, unwitting ally (DC 15)
----- Tactics -----
Before Combat Lem uses his scroll of invisibility, then activates his wand of summon monster II to summon 1d3 bloody skeletons
During Combat He will cast blindness/deafness on the most powerful looking spellcaster to blind them, followed by hideous laughter on the strongest looking warrior. If he can catch multiple foes in a cone, he will cast fear
Morale Lem will flee is reduced to below 10 hit points, summoning 1d3 bloody skeletons to block pursuers.
----- Statistics -----
Str 8, Dex 14, Con 14, Int 12, Wis 8, Cha 20
Base Atk +3; CMB +1; CMD 13
Feats Improved Initiative, Deific Obedience (Urgathoa)
Skills Acrobatics +8 (+4 when jumping), Appraise +5, Bluff +10, Climb +5, Diplomacy +9, Disguise +9, Escape Artist +6, Knowledge (nobility) +7, Knowledge (religion) +9 (+2 identify undead), Knowledge (all others) +3, Perception +6, Perform (percussion) +12, Sense Motive +3, Slight of Hand +6, Spellcraft +8, Stealth +10, Use Magic Device +10; Racial Modifiers +2 acrobatics, +2 climb, +2 perception
Traits Deathspeaker, Good Slip
Languages Common, Infernal, Halfling
SQ Bardic Knowledge +2, Unlucky Halfling
Combat Gear potion of cure light wounds (2), scroll of invisibility, wand of summon monster II (5 charges); Other Gear +1 mithral shirt, +1 mithral buckler, masterwork short sword, masterwork light crossbow, backpack, bedroll, belt pouch, drums, flint and steel, ink, inkpen, iron pot, journal, mess kit, mirror, rope, soap, torches (10), trail rations (5 days), waterskin, 9gp
----- Special Abilities -----
Bardic Knowledge (Ex) +2 bonus to all knowledge skill checks, and can make all knowledge skill checks untrained
Countersong (Su) When using the countersong performance, any creature within 30 feet of Lem (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher.
Distraction (Su) Lem doesn't use distraction as he is not trained in Perform (act, comedy, dance or oratory)
Fascinate (Su) When using the fascinate performance, up to 2 creatures make a DC 17 will save or become fascinated. Cannot be used in combat.
Inspire Courage (Su) When using the inspire courage performance, allies (including Lem) receive a +1 morale bonus on saves against charm and fear effects and a +1 competence bonus on attack and damage rolls.
Inspire Competence (Su) When using this performance an ally within 30 feet gets a +2 competence bonus on skill checks with a particular skill.
Haunted Eyes (Ex) Lem receives a +4 bonus on saves against fear, energy drain, death effects, and necromantic effects.
Secrets of the Grave (Ex) Lem receives a +2 bonus on knowledge (religion) checks made to identify undead. Additionally, Lem's mind-affecting spells affect undead as if they were living creatures, even if they are mindless.
Deathspeaker Lem has a +2 trait bonus on diplomacy checks with undead, and a +2 charisma bonus on checks to influence undead.
Good Slip Lem gains a +1 bonus on bluff checks, and once per day, when Lem is adjacent to a human ally of Chelish descent, can reroll a Will saving throw before success or failure isknown. He must take the results of the second roll, even if it is worse.
Unlucky Halfling Lem takes a –1 penalty on saving throws but also gains a +1 racial bonus to the caster level and save DC of all curse spells and spell-like abilities. In addition, he can use ill omen as a spell-like ability once per day.
Incendiaeternus |
I might be going blind here, but trying to put all my ducks in a row on this, where do you want them submitted to eventually?