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![]() Just wanted to check something. Is there a preference by the judges as to flagging something for formatting? I've voted for some items and I've noticed that there might be instances where certains words aren't bolded as appropriate, or the title of the item isn't in the main submission, etc. Often times on the boards we'll see posts of how the judges overlook these "smaller" issues if the item is truly good otherwise. Should we as voters be doing that as well? I only ask because I don't necessarily want to send a bunch of items to the judges for review just for formatting issues if the judge is just gonna say that's fine and let the item back in. This would negate the whole point of the voting, as far as saving time, etc. And on a side note, REALLY digging this initial voting decision for RPGSS2013. This is making the whole contest feel a lot more involved this time around, like I have even more of a stake in it. Kudos to you Paizo! ![]()
![]() Here's my submission, Valeros Jaloksin Gillman Oracle. Basic Crunchy bits, rough build let me know if you need any more details not already mentioned:
CN Gillman Oracle 1 (Waves) Curse: Blackened Str 14
Traits: Peg Leg (Campaign), Stormrunner, Resilient Skills and Feats: tbd 1. What position do you see yourself eventually in on a ship?
Super huge character survey: Where was your character born? - In the Shackles, specifically in the town of Drenchport. Who raised him?
What was happening in the region when your character was growing up?
Does your character have any relatives?
Motivation
What are his long-term goals?
What type of person would be his ideal mate?
Who is his patron deity? Is he a devout worshiper?
Is he a devout member of any nonreligious cause?
Is there any race, creed, alignment, religion or the like against which he is strongly prejudiced?
What is his greatest fear?
What is the one task he absolutely refuses to do?
Idiosyncrasies
What is his favorite color?
Describe what he would wear if money were no object?
What is his favorite food? Drink?
What is his favorite animal?
What habits of his friends annoy him most?
What well-known media figure from sports, movies or politics most closely resembles your character?
What would be his theme song?
If his friends were to write his epitaph, what would it be?
What would be his job in modern society?
Introduction Questions Do you have any nicknames, street names, titles, or aliases?
What is your full birth name?
Where do you live?
Why do you live there?
What is your citizenship status?
What is your most obvious blessing or strength?
What is your most obvious flaw or weakness?
Was there any event or cause to cause these weaknesses?
Physical Traits What is your general body type, frame, bone structure, and poise?
What is your skin colour?
What is your hair colour?
What is your hair style?
Do you have any facial hair?
What is your eye colour?
Does it change?
How attractive are you?
What is your most distinguishing feature?
Do you have any scars, tattoos, or birthmarks?
What is your handedness (left/right)?
Do you resemble some currently known person?
Do you wear a uniform?
What kind of clothing do you wear?
History
Did you have any childhood friends?
What conflicts might arise from your past?
Do you have any sort of criminal record?
Family Who were your parents? What did your parents and/or foster parents do for a living?
Are they still alive?
Personality/Beliefs Do you, or did you, have any role models?
Do you have any great rational or irrational fears or phobias?
What, if anything, would it take for you to be able to overcome this?
How do you react when this fear manifests itself?
Are you willing to discuss, or even admit to, the situation?
What are your attitudes regarding material wealth?
Do you have any unusual or nervous mannerisms, such as when talking, thinking, afraid, under stress, or when embarrassed?
What is your most treasured possession?
Do you have a good luck charm?
Describe your worst nightmares.
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![]() I'm still interested if the spot is still open. Reposting my submission from earlier in the thread. Name and Role:
Traits: Peg Leg (campaign), Killer Character description, alignment, backstory and personality: Alignment: CN Description: Korgoth is a hulking half-orc, his skin a dark green from many years in the broiling sun of the Shackles. He has two prominent tusks that protrude up from his bottom teeth. Numerous scars criss cross his body from a long life of piracy. The most notable feature about him though is his missing leg, replaced with a stump of wood that makes a hollow thump as he walks. Despite this, his gate is steady and assured, no awkwardness to his movement. Backstory: Korgoth is a Shackles pirate to his core. Born in Port Peril, he was weaned on tales of the first great Free Captains, who carved their way into history on seas of blood and plunder. He set out on the first ship that would have him and he never looked back. During one of his first voyages he learned that both the sea and a ship could be unforgiving mistresses. One of the other sailors took an instant disliking to Korgoth's orc-ish lineage and wasted no time in explaining it to him in vivid and insulting detail. Being young and foolish, Korgoth wasted no time in handing the man a beating. It became a savage affair and Korgoth ended up killing the man with his hare hands. Rather than feeling remorse or pity, he simply felt gratified that he had shut the loud mouth up in a most satisfying way. Spilling blood proved to be an easy task but in this case it was too easy as Korgoth hadn't known that the man he killed was incidently the captain's brother. Pitched over the side, Korgoth wasted no time in swimming for the nearest island he could remember seeing. Still he knew his fate was pretty much sealed. Whispering a last prayer to Besmara, he swam feebly onward. At the first tug, Korgoth almost didn't notice, so tired was he from his time adrift. The second and following tugs though were no mystery as the shark's teeth dug into his leg. With a renewed energy born of fear and desperation, he lashed out as much as he could, hurting the beast enough to drive it off. But he could already see other fins quickly approaching. Yet apparently Besmara decided he had paid an adequate price for her aid for as the other sharks approached so too did a distant vessel, apparently drawn to his splashing defense and the slick of blood that was now spreading through the sea. Hauling him aboard, he barely maintained his vision before the ship's surgeon began sawing the rest of his nub off. Since then Korgoth has walked with a wooden beam in place of his leg, although after such an amount of time it has almost become one with him. Far from slowing him down, it has added even more to his fearsome appearance and men who've sailed with him know that he is not one to be trifled with. He walked away from one of the single greatest threats a pirate can know and rather than confining him to land, it only further drove him to pursue a life of plunder and blood. Personality: Korgoth is a quietly violent man. Loyal to those who earn it, he has no fear of standing up to those that oppose him. He has dreams of one day captaining his own ship but he knows that it is best to have a crew you trust and so attempts to build relations with those around him that prove of a similar mindset. ![]()
![]() Of course I'd advocate a vote for me! :-) Although as a pure arcanist, if we're being fair, I do lack the true versatility and power of a pure caster. I hope I'm not shooting myself in the foot but it's kind of true. The above being said, I still stick to my original point in the submission that if it is a 5 man group, I'd be a perfect "jack of all trades" and would go well with the other class options. ![]()
![]() Here's my submission for Darius Palenthar, human magus. Build (Basics so far, I'll do a full character sheet write up if accepted):
Human Magus (Staff Magus) Str 16 (human bump)
Traits: Focused Mind, Stargazer Feats: Quarterstaff Master(class bonus), Combat Casting, Cosmopolitan*(human bonus) Skill ranks: Climb, Craft, Fly, Intimidate, Knowledge (arcana) 1, Knowledge (dungeoneering), Knowledge (local)* 1, Knowledge (planes) 1, Perception* 1, Profession, Ride, Spellcraft 1, Swim 1, and Use Magic Device. Backstory: * As a note, I own the City of Strangers book so I'll try to tie things in where appropriate. If I overstep, please let me know. 1. Are you from Kaer Maga or a visitor there?
He often found himself drawn to the Augurs although he knew he shouldn't. Seeing the mysterious trolls around the city and their forbidden home, he often wondered what it was they saw in their divinations. Yet he knew enough to know that he could risk a swift and painful death if he overstepped his bounds. He admired them from a distance, not feeling the fear or disgust some of the other denizens of Kaer Maga felt at their practices. 2. What traits have chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices.
3. What will your character contribute to the party mechanically?
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![]() Tanner Nielsen wrote: @Jonasty1031 - Korgoth the Fighter? You wouldn't happen to be related to Korgoth the Barbarian, would you? :) There might be some relation. ;-) ![]()
![]() Here's my submission. Maybe S&S is in my future this time! :-) Name and Role:
Traits: Peg Leg (campaign), Killer Character description, alignment, backstory and personality: Alignment: CN Description: Korgoth is a hulking half-orc, his skin a dark green from many years in the broiling sun of the Shackles. He has two prominent tusks that protrude up from his bottom teeth. Numerous scars criss cross his body from a long life of piracy. The most notable feature about him though is his missing leg, replaced with a stump of wood that makes a hollow thump as he walks. Despite this, his gate is steady and assured, no awkwardness to his movement. Backstory: Korgoth is a Shackles pirate to his core. Born in Port Peril, he was weaned on tales of the first great Free Captains, who carved their way into history on seas of blood and plunder. He set out on the first ship that would have him and he never looked back. During one of his first voyages he learned that both the sea and a ship could be unforgiving mistresses. One of the other sailors took an instant disliking to Korgoth's orc-ish lineage and wasted no time in explaining it to him in vivid and insulting detail. Being young and foolish, Korgoth wasted no time in handing the man a beating. It became a savage affair and Korgoth ended up killing the man with his hare hands. Rather than feeling remorse or pity, he simply felt gratified that he had shut the loud mouth up in a most satisfying way. Spilling blood proved to be an easy task but in this case it was too easy as Korgoth hadn't known that the man he killed was incidently the captain's brother. Pitched over the side, Korgoth wasted no time in swimming for the nearest island he could remember seeing. Still he knew his fate was pretty much sealed. Whispering a last prayer to Besmara, he swam feebly onward. At the first tug, Korgoth almost didn't notice, so tired was he from his time adrift. The second and following tugs though were no mystery as the shark's teeth dug into his leg. With a renewed energy born of fear and desperation, he lashed out as much as he could, hurting the beast enough to drive it off. But he could already see other fins quickly approaching. Yet apparently Besmara decided he had paid an adequate price for her aid for as the other sharks approached so too did a distant vessel, apparently drawn to his splashing defense and the slick of blood that was now spreading through the sea. Hauling him aboard, he barely maintained his vision before the ship's surgeon began sawing the rest of his nub off. Since then Korgoth has walked with a wooden beam in place of his leg, although after such an amount of time it has almost become one with him. Far from slowing him down, it has added even more to his fearsome appearance and men who've sailed with him know that he is not one to be trifled with. He walked away from one of the single greatest threats a pirate can know and rather than confining him to land, it only further drove him to pursue a life of plunder and blood. Personality: Korgoth is a quietly violent man. Loyal to those who earn it, he has no fear of standing up to those that oppose him. He has dreams of one day captaining his own ship but he knows that it is best to have a crew you trust and so attempts to build relations with those around him that prove of a similar mindset. ![]()
![]() Answers to Questions for Jorath: 1. What job role did you and your mother perform while growing up in the Shackles? - Jorath's mother was a common bar wench and sometimes whore. Although the Shackles did allow for a slight amount of acceptance, being Touched by the Pit didn't generally make it easy for people to want to trust either of them. Jorath himself quickly found himself enamored with the sea and sought to work on a ship as early as possible, possibly due in part to the thought of the trade his mother was a part of and his limited options on land. It took him a long time to find anyone willing to give him a chance but he eventually became a cabin boy/deck swab on a pirate ship. Given his racial heritage, it wasn't an easy job and he learned quickly that he would need to become more invaluable to a ship in order to be welcome aboard one. That's when he started to learn the healer's trade and the beginnings of becoming a ship's chirgeon(surgeon). As he felt the touch of the Outer Rifts begin to fill him with a divine energy (aka took his first level in Oracle) he knew that this would further allow him to prove his worth on a ship and allow him to be welcome aboard more vessels despite his heritage. 2. Were you raised on Port Peril? - or another of the Isles?
3. Which skills were you taking at 1st level, and which are your primary focus?
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![]() Here's my application for Jorath Kilgoraen. Blood of Fiends is one of the only books I don't have access to currently so if accepted I might need a little guidance. Stat breakdown:
Str 15 Dex 13 Con 14 Int 10 Wis 12 Cha 16 Class and Tiefling Variant – including any Archetypes:
Oracle (Outer Rifts mystery)(from Inner Sea Magic) Demon-Spawn Tiefling Skills, Feats and traits summary:
Skills: Craft, Diplomacy, Fly, Heal, Intimidate, Know: arcana, Know: history, Know: planes, Know: religion, Profession, Sense Motive, Spellcraft, Survival, Swim Feats: Possibly Extra Revelation or maybe Toughness for the HP Traits: Touched by the Sea (campaign), for the second I'd be open to something from Blood of Fiends but I'm not familiar with the book Basic backstory / personality:
Jorath's ancestor, tainted by the foul demon seed growing within her, fled far from her native lands to settle into the Shackles. The lawless place was perfect for hiding her disgrace and as soon as the child was born, it was abandoned to the cruel winds of fate. By the time of his birth, Jorath's family had fully adapted to their new home. He himself was as at home on a boat as he was on land. Still there was no escaping his heritage and not only did he physically bear the traits of his demonic sire but he also could feel the stirrings of a power in him, something wild and chaotic that churned to be free. This fed only too easily into the life of a Shackles pirate. Details on why your character would take to a life as a buccaneer:
Jorath's upbringing has fully idolized the pirate lifestyle around him and his chaotic nature truly appreciates the freedom that being a pirate can offer. Details on outsider heritage that tainted you as a tiefling and the way it manifests physically.:
One of Jorath's ancestors was a Mendevian crusader who was captured and enslaved by a Kalavarkus Demon during a raid into the Worldwound. It forced itself upon her and Jorath's family line was the end result. Jortah is easily marked by this with his deep blue skin and 4 slight gray horns that curve back from his forehead. Favorite Pirate / Privateer / Naval Character from real life or fiction: One-Eyed Willie would be a big one for me. ![]()
![]() Yeah the character backgrounds mesh somewhat nicely. "I'll help you hide if you help me hide." Gunslingers are pretty interesting although they can be a pain in the ass. I'm running a RL game and one of my PC's is a Gunslinger. When he's close enough to the target, it's pretty frustrating cause hitting vs Touch AC is almost guaranteed. Granted Garden Tool please ignore everything I just said, Gunslingers are totally underpowered and easy to have in a group. :-D ![]()
![]() Garden Tool: Thanks for the answers, that helps iron things out for me. I'll start getting my equipment list put together although I'll probably wait to see if I'm accepted to completely finish it. But if you want/need to know for your selection process, I will at least have my weapons and armor selected. ![]()
![]() Decided to go with Human for the race, it fits best. Preliminary Mechanics:
Str 12 Dex 15 Con 12 Int 12 Wis 12 Cha 16 (14, +2 Human bump) Feats: Point-Blank Shot, Precise Shot, Rapid Reload (TBD) Skills (and ranks): Acrobatics 2, Bluff 2, Climb 2, Craft (alchemy) 1, Handle Animal, Heal, Intimidate 3, Knowledge (engineering) 1, Knowledge (local) 1, Perception 1, Profession (sailor) 1, Ride, Sleight of Hand, Survival, Swim 3 The ranks might change slightly depending on what I take for favored class bumps, don’t know how HP is being done yet. If we’re rolling, then I’ll need to see how well I roll. Equipment will take me a little longer to figure out how I want to get this guy set up. I’ll throw together an official character sheet and profile if accepted. Garden Tool, please let me know if there’s something more you’d like to see. ![]()
![]() Garden Tool: In the creation section, you mention that Firearms must be purchased, they can't be taken for free like other mundane weapons. Does this also apply to the 1 free firearm you get as part of the Gunslinger class or in addition? My thought would be that it's only if I were to buy additional guns but I would still get the free one for my base class feature. Granted, I'm probably gonna buy a different one and sell the original anyways cause I like some of the other ones better but thought I'd check while I'm planning. ![]()
![]() I'd like to throw my hat into the ring, this game sounds like it has a lot of potential. Seamus Haggrathy:
CN Human Gunslinger 3 (Mysterious Stranger)
Backstory: Seamus Haggrathy used to be a pirate of the Shackles. Robbing and pillaging with the best of them, he plied the waters of the Inner Sea always looking for the next ship to plunder or town to raid. It seemed a life blessed by Besmara herself and he gave thanks to her daily for it. But the Pirate Queen is a fickle goddess and the weather can turn with little warning, especially when you make a mistake in your course. It was a bawdy night of debauchery in Port Peril where he met the comely lass that would be his undoing. The wine flowed freely, along with his coin, and soon he had retired to a quiet corner outside to relieve the young woman of her "valuables". Waking the next morning he found himself lying next to the girl from the previous evening, her throat cut and her blood all over him. What was worse was the stark realization that sobriety lent him, that he had in fact lain with the daughter of one of the most feared of the Free Captains in the Shackles and that it now looked to anyone with half a brain like he had killed her after a night of passion. He instantly knew he had been framed for her murder but he did not know by whom. Given his lifestyle, he had made quite a few enemies in his time at sea and the list of suspects was a long one. Knowing death to be in his immediate future, Seamus did the only thing any self respecting pirate would do. He ran. Fleeing the Shackles in the first ship he could find, Seamus made for Absalom. The largest city in the world was an easy place to lose oneself and Seamus signed on with one of the many adventuring groups that seemed to infest the place, so long as it was heading further from the bounty that had by now been put on his head in the Pirate Isles. He didn't know how long it would take, but some day he would find out who had done this to him and make them pay. He would find a way to return home. For now though, Seamus found the life of an adventurer to be one he could easily adjust to. His skills were just as useful as they were on a ship and the plunder was as good, sometimes better, than what he was used to. Personality: Seamus is a pirate at heart and he still carries his Shackles accent as well as mannerisms. He sometimes tosses in nautical references or phrases into his speech and isn't one to shy away from a good time in a tavern after a long stint in the wilds. Role: I see Seamus as a ranged combatant generally. The firearms make him a dangerous opponent no matter what. Also with using the Mysterious Stranger archetype plus Bluff/Intimidate as class skills, this will allow him to be a secondary face character as needed. The only thing I'm not fully decided on yet is the race. Human is my default choice but I might change it. Alignment and class, are all set. for Garden Tool:
So the concept is very heavily influenced by the fact that I love the Shackles as a location and pirates in general. The new AP Skull & Shackles is a big influence as well, just finished reading it and really got my creative gears turning.
I mention this to let you know that the backstory and concept are influenced from these things but are in no way a request or indication of where I want the game to go. I'm not asking to use material from them or to have you lead us there. This concept works fine with traveling to the River Lands and fighting a mad king or any other adventure you might have in mind. As far as posting, I can easily post multiple times per day Mon-Fri. Weekends are usually a bit more tricky for me but once a day is a guarantee at least. ![]()
![]() I'll setup the profile with the avatar soon. Work comp has problems with the images. Name: Bruce Stilgrasen Place of Origin: New Boston One or two lines about appearance: Bruce is a well built young man, tall and athletic. He carries himself with a confidence bordering on arrogance when he's out dealing with the townsfolk but there are those that say he's a broken man behind closed doors. Role in the Village: Lumber Mill Owner/Proprietor. Sent out at the behest of his father, Lord Stilgrasen of the Evermarch, Bruce was tasked with expanding the family's already considerable holdings. The Weirwood was an untapped resource and held some of the rarest lumber in the world but due to the ... infestation ... was inaccessible until recently. Upon the founding of Laniel, Bruce was packed up and shipped off almost the next day. Why would they choose not to leave the village?: Bruce knows that to return home a failure before his father would be a fate worse than infection. No, his best chance is to stick it out and help the other villagers sort this quickly so that production can recommence. ![]()
![]() This sounds like fun and the assassin's game really got me interested. Probably a stupid noob question. Where exactly is this set? Is this Pathfinder, Real World, Faerun, etc? I see people posting places of origin and I'm not recognizing them. Once I get a handle on that, I'll pop the character up here. ![]()
![]() I was thinking it might fit pretty well especially with the sorceress you already had in mind. :-) Question. You mentioned you had the APG as well as the Core Pathfinder book. I'm looking to take the Master of the Four Winds alt build of the monk. Would that be ok? I've got something in mind for the character backstory that uses that as a hook/plot point. If not I can go straight monk but I wanted to get your thoughts. ![]()
![]() Tare, question for you. Since it appears that we wouldn't be starting in Manifest is it safe to assume that you wouldn't want us to start with one of the ghost base classes? It's fine if so, I just wanted to check my options. Edit*
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![]() Neil Spicer wrote:
Thanks for the full review. It pretty much totally hits exactly what I was expecting. I liked the item when I made it but as the reveal date came closer I thought more and more "I played it too safe." My last year's entry Diadem of the Waking Dream was a solid idea/build for the first 2/3 of the item and then I went nuts trying to make it Superstar and it was that last bit that for sure got it rejected, rightfully so for its uber-craziness. This time I was too concerned about going overboard again and instead underwhelmed. I had other properties I thought about being a part of the item and removed them for being too crazy. Oh well lesson learned and I very much appreciate the feedback. Maybe last year's porridge was too hot, this year's was too cold, so hopefully next year's will be just right. Assuming the Mayans weren't right. :-P Thanks again judges and good luck with this year's contest. ![]()
![]() Sounds good and I hope you're able to get something going. In your original post you mention you have conversion files for fitting Ghostwalk into the Pathfinder rules. Are these something you could share, maybe via email, and if so would you be open to that? Like I said I love the campaign and would love to see what you came up with. And it would save me a lot of time if I were ever to try and run it myself. ![]()
![]() Try to get in here early this time. Holy Man's Flask Full Write Up Entry:
Holy Man’s Flask Aura faint transmutation; CL 5th Slot – ; Price 6,000 gp; Weight – Description This small silver flask bears intricate engravings depicting beneficial acts of healing and charity. Imbued with the power to heal, this tool is said to have been created by a missionary to aid in spreading the blessings of his deity. Since then it has been replicated many times over and has become a boon to many a traveling adventurer. The holy man’s flask allows its possessor the ability to convert the stored magical energy within any potion into a curative elixir. The holy man’s flask may be filled with a single potion. By uttering the command word, the flask will instantly and permanently change the potion within the flask to a cure-based potion of the equivalent spell level. The caster level of the new potion remains the same as that of the original potion used. This change cannot be reversed once completed. At this point the newly created curative may be stored in any standard vial or container as normal. The flask may be used as often as desired so long as there are potions available to be transformed. Any mundane liquids placed in the flask gain no mechanical benefit from this ability although the user often finds that the liquid tastes fresher after having been housed in the flask. Construction
As always, thanks to the judges for taking the time.
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