A Drow Wizard is my entry
CON 13 0
HP 7 AC 17 TOUCH 14 FLAT FOOTED 15
INIT+2 SAVES FORT+1,REF+2 WILL+3
B.A.B 0 CMB+11 CMD+14
WEAPONS Quarterstaff,Hand Crossbow (10 bolts)
ARMOR Studded Leather FEATS Light Armor Profiency,Scribe Scroll (Bonus)
TRAITS Gifted Adept,Fast-Talker,Issian
Kazalin nods at Goron, "Alright then," Turning back to the barkeep, "So, about my drink...." He goes on about how crusaders are men, and how men drink ale.
Halon approaches the bar closer Excuse me he says to the bartender, Do you want him out of here,it looks like he's had one too many! Halon might as well score a few points with a local here,besides he's just about had enough of this man's rantings.
Halon walks into the tavern,having recently checked in with his contacts in Kenabres. He notices a young Varisian man badgering the bartender and to his right an elven girl and some others engaged in a drinking contest. I'd have thought a tavern like this would've had higher standards He thinks to himself. Seeing the bartender busy with something else he walks to the far end of the bar and sits down.
Traits, Touched by divinatity,corageous,natural born leader
Originally from the Land of the Linnorn Kings Halonket (or Halon for short) was on a errand with his Aunt,Cousin,and a Paladin Guardian near the Worldwound border. As they traveled through the countryside the unthinkable happened, a troupe of demons who escaped through a rift in the Worldwound suddenly attacked the caravan in which they were traveling,killing all passengers,including his aunt and cousin. Halon then fled on foot toward Kenabres,where he was certain to find help. Halon would have died that day had it not been for a squad of crusaders patrolling the region who responded to his cries. After slaying the demons the crusaders took him back to Kenabres in order to find out if he had any surviving relatives. After some deliberation they found out that the Uncle in the Linnorn Kings,was his only surviving relative. His parent were killed years earlier by bandits in a highway robbery.
The Crusaders sent word to his Uncle and arranged to return the child to him by way of an armed escort. The Uncle agreed and the Crusaders explained what had happened. Halon and his Uncle lived in the Linnorn Kings Region for years thereafter,but never truly accepting their loss. When he was old enough Halon decided to join the Church of Cayden Cailean,as an opportunity to combat poverty and injustice,he found Cayden more to his liking than Iomadae,Sarenrae,and other lawful/neutral good alignments,since he was more flexible,but still good aligned. After hearing a call to all good aligned churches to once again take up arms against the demonic forces of the Worldwound,he committed himself to the cause. He now waits for the opportunity to strike a blow against them!
Here are my PC Stats
Halonket Zarkut Gnome Cleric 1
STR 12+1 HP 8
DEX 10 AC 15
CON 10+2[/b [b]Touch 12,Flat Footed 10
INT 14 +2 B.A.B 0
WIS 16+3 CMB+11,CMD+11
Skills Appraise +2,Craft +4, Diplomacy +5 Heal +3, Knowledge Arcana +2,History +2, Nobility +2, Planes +4, Linguistics +2, Profession +5, Sense Motive +3, Spellcraft +2 Feats Extend Spell LanguagesCommon,Gnome,Sylvan,Dwarven(bonus)
Weapons Rapier +1,Light Crossbow
Armor Studded Leather +3
Potions of Cure Light(2) Moderate(2)Serious(1)
Exactly,there's a fine line between innovative and cheesy!
I agree with this suggestion,this sounds like a good idea,and it would make overall play control a bit smoother.
Hi James, glad to see you'll be at Paizocon this year. I was wondering if you or any of the editors will be reviewing submissions this year? as I have written a short adventure and am looking for a place to send it. I was thinking Kobold Quarterly,but I've heard it's not in print anymore,is this true?
I agree with this point of view,though I can also see Weslocke's point. Like the Sorcerer class a good DM has the ability,but only with practice and support can they hope to become great! I am still fairly inexperienced as a DM and accomadating different playing styles is what I'm finding to be the biggest challenge. Also dealing with problem players can be a real crapshot,especially when you live in a city which is short on gamers.
Douglas Muir 406 wrote:
Cmastah, If you're interested in OOP AP's I would recommend Legacy of Fire. It's 3.5,but a different flavor than many AP's I've seen!
My advice here Soldack,just pick up any Pathfinder Campaign Setting book you like,next time you're in the local gaming store. I've found them easy to read,and they concentrate on one part of the game. The Revisited Books I've found to be good (i.e. Classic Horrors,Classic Monsters,etc) I would also recommend the Inner Sea Primer,and the Faction Guide. The books mentioned above are good,but can also be intimidating for a newbie. You can of course download any of them in PDF as well.
I usually do both as well,depending on what the campaign needs. I start with a race/class in mind, and build as I go. It also depends on starting gold and what the DM goes for. Like many players I enjoy min maxing to a degree,especially when I can upgrade 3.5 PC's with Pathfinder options,My two cents.
I have pledged $75 to the kickstarter, as that was as much as I could afford. Was pleasantly surprised when I found out the community raised a quarter of a million dollars. I haven't played many MMO's,but know that they are viable in the current market. My complements to the development team,and the community as a whole,way to go gamers!
Okay to respond to my critics here,the comments about formatting and item description are fair,but the provided template doesn't do a very good job of explaining that. I've seen a few pathfinder books which have spelling and grammar mistakes in them!
I was trying to create an item which, although was a spell in a can, could also be varied instead of being limited to one spell. I hadn't seen a vase in any of the pathfinder books I also didn't see a vase in any pathfinder book I read.
As for the Spellcraft save I was trying to get away from the cliche of having a Charisma based save. I heard the judges say in the recording elsewhere on the sight: "boring,that's what I expected to see!" (Sean said that if I'm not mistaken,but I'm not sure) that told me that I was just rehashing an old idea by going that route!
Jonathon Vining wrote:
Specs seem good on your item,but I'm a bit confused as to how this item can eventually guide characters to the Material Plane, when they are on the Astral Plane,Plane of Fire,etc. Wouldn't it be better to call this item the Navigational Heliscope of Planar Travel,or something similar since that seem to be the flavor here, some explanation would help here.
[Vase of Extraplanar Gate]
[/Aura] moderate conjuration; [/CL] 5th
[/Slot]-; [/Price] 1000 gp [/Weight] 5 lbs
This medium sized item, when used by a caster of the minimum level can summon a creature or creature(s) from Diminutive to Medium size. The Caster can summon a creature of 12 HD or 12 HD of creatures of the Outsider or Elemental type. This item works like a gate spell and when used with Summon Monster,Planar Ally,or Planar Binding; can call an extraplanar creature into the caster's service. In the case of Planar Binding the creature must make a Will Save (DC 10+ Caster's Spellcraft Modifier)to avoid being enslaved. If the saving throw fails the creature must do the caster's bidding for the spell's duration. If it succeeds the creature(s) are free of the caster's control,and can either return to their home plane,or stay on the Material Plane. Variants of this item can be made by a more advanced level caster,and can also use the Summon Nature's Ally tree.
Requirements: Craft Wondrous Item,Gate,Summon Monster I-IV,Planar Ally, Planar Binding, Cost 500 gp
That's my entry,please try to keep the feedback somewhat positive, as I am still fairly new to this side of the hobby!
Personally, I like this item it's almost like a Hydra living in a Cloak! Innovative and has some cool flavour, I can see why you're a pro designer. This is something I may want to use in my own game.
I noticed this thread here, I agree with much of the other posters on here. I think you do need to at least submit, if you don't you can't win. I've learned a thing or two from my experience last year, this will be my second year entering the contest. I don't think my chances of winning are that good,but I will enter again. Clark I'd like to participate in your item critique thread,as it may be a way for me to get some feedback before making my final entry! I am still fairly new to this so is there anything I need to know before posting an item? I don't want to do anything to get disqualified before making my final entry!
Ship to Ship combat would be cool as I'm not very familiar with it. The pirate theme is a fresh concept as I haven't seen it done too much. I'm not sure underwater combat is the way to go in an AP involving pirates,unless there are encounters involving Krakens,Sauhagiun,Mermaids or other underwater creatures. Also wondering if any decision has been made on whether or not to include the creature we designed at Paizocon,and if so what volume will it be in?
This sounds like a great idea!
If we do see a Pathfinder video/computer game it will likely be in the form of a Neverwinter Nights Mod,or something similiar. I don't see the electronic game industry investing much time or money (at least not now) in the Pathfinder name. If a full game is made it should be (as another poster pointed out) a PC exclusive title. Today's console market isn't well suited for this type of game.
I've definitely learned a thing or two about this competition. Being a new comer to this side of the hobby, I must say that the feedback I got on my item, wasn't quite what I was expecting. I would liked to have seen more emphasis on what I did right, instead of solely what I did wrong.
I was initially shocked by the feedback I got, but understand why I got those responses. Now that I know what NOT to do, hopefully I can avoid making the same mistakes next year.
Okay all here's my entry, it is slightly different than the one I posted on the judges board
Stone of Banishment
Aura: Moderate Abjuration; CL 7th
Description: This round stone when given the command word "entrap" emits a high energy vortex. The vortex is powerful enough to suck in the form of any extraplanar creature(CR 9 or lower). The creature(s) remain trapped within the stone for 1d6 days. A caster of 7th level or higher can command the stone to banish said creatures to another plane. The stone turns to dust after 3 uses.
Hi Everyone, thought I'd weigh in on this thread with my own entry, here it is
Stone of Banishment