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Gerrard Dixon's page

52 posts. Alias of Daedrin.


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My wife was laughing at me as I was trying to figure out where the winners were being announced, good times.


Another year of building anticipation, I for one cannot wait for the results to be announced. What I have gleaned from previous years is not to beat yourself up too much and Sean K gave some sage advice which I have taken to heart.

Quote:

Sean K Reynolds Designer, RPG Superstar Judge, Jan 19, 2011, 01:34 PM

Don't think of it as losing, think of it as there were 36 people (out of several hundred) who submitted a better item than yours.

Many items didn't make the superstar cut, but the judges agreed they were GIFOABOMI (good enough for a book of magic items).

The guy who gets 5th place in the Olympic qualifiers (when only the Top 4 get to advance) isn't a loser... he's still the 5th-best athlete competing that year.

Just remember there were HUNDREDS of item submissions this year. It was a hard fight to make it into the Top 32. If we were issuing letter grades to all the items, many people would get a B, which is still a good grade! At one point we had about 50-60 items in our "keep" pile, and had to whittle that down to just 32+4. That's like filtering out all the B+ and A- submissions and just keeping the A submissions.

Don't let this get you down. There are people who didn't make the Top 32 for the first three years of the competition, but made it in this year. D&D designer James Wyatt got dozens of rejections from Dragon Magazine before he got in. Every actor you see in a movie or on TV has been rejected dozens of times at auditions. Every novelist on the bestseller list has been rejected by publishers, too. Take a look at your work, hear about how you can improve on it, and try again.


I believe from previous posts years ago, they had spoken about it. This was posted a while back:

Vic Wertz wrote:

Vic Wertz Chief Technical Officer, Dec 9, 2007, 05:24 PM

I've just spent the last few hours looking at discussions of RPG Superstar on other websites, and I've realized that a lot of people have incorrect assumptions about Paizo's plans for the content that the contestants are generating.

All of these wondrous items, countries, villains and so on—they're a means to an end. Owning all of this content is not one of the goals we had for RPG Superstar—it's just a by-product of the contest process. (We're taking ownership of submissions for our own legal protection. Check pretty much any contest rules that involve creative submissions, and you'll find text along the lines of "all submissions become the property of so-and-so.")

We're not planning on creating a new RPG Superstar campaign setting by mashing together 32 countries, populating them with 16 villains, and so on. (Frankly, we're busy enough creating our own Pathfinder Chronicles campaign setting.)

We're not even planning on selling a product that compiles the top entries. (For one thing, why would you buy it? You can get that content for free right here, along with comments from the community on how to use it in your campaign.)

We're glad people are enjoying creating this material, and reading it, discussing it, and using it in their campaigns, but our goal is not to find new content—it's to find a talented designer.

Hope that helps


Tossing my two cents into the proverbial pot, giving first impressions and anything I notice off the top of my head. I will be reading through all the posts but I will only be basing my critiques on what I see from the item itself. I will also do my best to keep up with the next ones from my last item and keep going from there.

Chelish Silver-Tongued Devil: The template looks good and I easily understood the item and its intentions. My first thoughts on the mask's second ability is that even with the melee touch attack I would of liked to see a fort save to resist the effect. For requirements I would of gone with Suffocation instead of web which could of made the price higher but the second ability is usable once a day so that evens it out for me. I can see my players using this original item, nicely done.

Gentleman’s Ensnaring Cane: The template looks correct, and the description of the cane is nice. The canes ability is powerful with the possibility of dropping them from 100 feet in the air as one example of its use. For its one turn use I can see a player abusing the item to swing their enemies through their teams threatened area for some free swings or off a cliff. I would say the high price, single daily use and save to negate does balance that somewhat. The name led me to think of an honorable duel medium size and maybe limited to a single target usable a a few times a day. I would say its a powerful item that needs a bit of balancing.

More comments for items coming tomorrow


Escapee’s Spoon
Aura moderate transmutation; CL 9th
Slot none; Price 16,200 gp; Weight — lbs.
Description
This spoon appears sturdy with several scratches along it surface. Once per day, when the command word is spoken a small mouth opens from the spoons bowl. The spoons mouth can effortlessly eat through any inanimate, non-magical surface of earth and stone. The spoon can devour two feet of earth and stone in an hour. When 10 feet of any combination of earth and stone has been eaten by the spoon it becomes full. When the spoon is full it stops eating for the day and gains a charge that activates one of the two following powers.
The first power is the spoon slowly releasing a paper thin covering of earth and stone which effectively camouflages a hole that is Medium creature size or smaller. This covering takes one minute to apply and lasts until anything touches it. This power only works on surfaces made of earth and stone. Once applied the cover is indistinguishable to the naked eye unless the creature has stonecunning.
The second power allows the person holding the spoon to squeeze it, unleashing a spray of dust and grit from the mouth as a standard action. The spray can target a single foe within 10 feet as a ranged touch attack. Any creature struck by the spray takes 1d6+4 points of bludgeoning damage and must make a DC 15 Fortitude save or be blinded for one round.
Construction
Requirements Craft Wondrous Item, stone shape; transmute rock to mud; Cost 8,100 gp


Clouds Without Water wrote:

Items I liked but knew were too far out of mainstream gaming style to make the top 32-

Escapee's Spoon
Toastmaster's Glass
Lute Of Enveloping (playing the tune to retrieve the item won me over)
Garter Of Hidden Fortune
Candle Of Distant Assurance
Orator's Torc

I also really liked Paper Messenger, the sole walkie talkie that I really enjoyed. I thought it might squeak in.

Thanks for mentioning my item (Escapee's Spoon) Clouds. I plan on posting on the critique my items thread on Friday to further improve myself and hopefully give some feedback on some of the items I read during my voting spree.


The description for the Oracle ability Cinder Dance needs an r for the last word revelation.

Cinder Dance Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats. Oracles with the lame oracle curse cannot select this evelation.

Cinder Dance


Hello James, I have been working on a Master Feat table, containing all the feats from the Core Rulebook, Advanced Players Guide, Ultimate Magic and Ultimate Combat. This table will be tied to the PRD and I wanted to know if this will step on any toes if I made it into a PDF available for everyone on the boards? This was a musing of Sean K Reynolds on his facebook fanpage and I have been running with it since. I have almost have everything ready for the book I just need to convert my word file to a pdf and hyperlink everything. This would eventually lead to all the meat and potatoes from the books being added into separate books divided by content.

A first glimpse of my table is here in word before being made into a pdf Master Feat table

Any advice would be awesome


d20pfsrd.com wrote:

Awesome job Gerrard!

This one is on d20pfsrd.com (in case some of you weren't aware that is.)

I was not actually, I mainly stick to the books and the PRD after checking you're link I love what I see and will be emailing you shortly to see where I can help out.


Thanks for the feedback, I will go over the table tomorrow with fresh eyes and take out the repeated feats.


1 person marked this as a favorite.

Here is the link to my Master feat table for Pathfinder’s Core Rulebook in response to a musing of Sean K Reynolds on his facebook page last week,

Sean K Reynolds wrote:
We need an article or set of tables grouping Core Rulebook feats into "melee feats," "ranged feats," "defensive feats," and "spellcaster feats." That would be very handy for quickly finishing up basic stat blocks.

The table is clickable and linked to the Pathfinder PRD enjoy.

Grouped Core Rulebook Feats

Any advice or feedback appreciated, the table was made in word and when I tried to paste the table here it lost its formating and structure, I found google docs to be an excellent work around. I have the feats for the other main books ready for editing and posting if the first table is useful for our awesome gamers here.


7 people marked this as a favorite.

Here is the link to my Master feat table for Pathfinder’s Core Rulebook in response to a musing of Sean K Reynolds on his facebook page last week,

Sean K Reynolds wrote:
We need an article or set of tables grouping Core Rulebook feats into "melee feats," "ranged feats," "defensive feats," and "spellcaster feats." That would be very handy for quickly finishing up basic stat blocks.

The table is clickable and linked to the Pathfinder PRD enjoy.

Grouped Core Rulebook Feats

Any advice or feedback appreciated, the table was made in word and when I tried to paste the table here it lost its formating and structure, I found google docs to be an excellent work around. I have the feats for the other main books ready for editing and posting if the first table is useful for our awesome gamers here.


For myself it would be the Instant Fortress, great portable base and a weapon for a flying wizard to drop on unsuspecting foes. Lyre of Building is a close second.


2 people marked this as a favorite.

Rock, paper, scissors, lizards, vrock? a nod to Scott Fernandez if I borrow the name for amusement


For everyone who has entered, smile and give yourself a pat on the back. The anticipation for the results is going to huge but the payout in the end is worth it.

I wracked my brain for ideas and settled on one of many two days ago. We had a power outage at work so it gave me a few hours of downtime to hash out what I really wanted to do.

I plan to be watching/reading the upcoming goodness after getting some well deserved rest.

goodnight


Working on a custom golem for my campaign where my Magus is constructing a golem to wear as a suit (Complex Armor Mod from Ultimate Magic) and or fight beside it in battle. Its late and I have alot of different ideas of what I want but I want it to be balanced in terms of power and cost.
I was thinking of a knife golem with razor sharp knives all over its body and fingers tipped with blades.

The stats are for a medium sized golem, I started it by using the alchemical golem and adjusting the stats as per the Beastiary tables found on page 305 and 296, as well as the animated objects table in the beginning of the book.

I mainly need help with the cost for its abilities. I want to give it Rend and Bleed attacks as well as the standard immunity to magic with the exception of spells like heat metal or chill metal as well as ones with the electricity descriptor.

Immunity to Magic (ex) A magical attack that deals fire or cold damage slows an knife golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An knife golem gets no saving throw against electricity effects.

When a knife golem is targeted by either Chill Metal/Heat Metal it gets no save and its slam attacks and Fast Hands special ability deal cold or fire damage instead of its regular damage for as long as the spell lasts. The Knife golem is still slowed while under this effect for 2d6 rounds.

When a knife golem is targeted by a shocking grasp his slam attacks and fast hands ability deal an additional 1d6 electricity damage for 1 round, a knife golem gets no save against shocking grasp.

Fast Hands: As a full round action a knife golem can hurl daggers from its hands appropriate to its size as a ranged touch attack with a range of 60 feet with no range increment.

Armory: The Knife Golem can create regular daggers as it needs but they crumple to rust 1 round after they are fired. A knife golem can be loaded with up to 5 daggers per hand to be used instead of the golems regular daggers, loading or unloading a golems hand is a move action when done by the golem or another person.

I am thinking of a CR 9 (similar to the alchemical golem) with the same requirements except for the skill craft would be blacksmithing or weaponsmithing DC 20, and adding the advanced template once the details are nailed down a bit.

Any advice appreciated,

Gerrard Dixon


I would like to know how long the temp hit point would last in this situation: Flesh Golem with a weakness to fire/benefit of electricity is enchanted or wearing a magical item that deals constant electrical damage.

Now for every 3 points he gains 1 hp. Once at max any hp gained by the electricity become temp hp. I understand if the golem is hit they are taken away, but I have bolded the section below that makes me think the temp hp stays until the golem is hurt and then loses them.

Does that mean that the golem can continue to amass temp hp as long as the constant electricity effect is in place? If the item deals minor damage say 1 damage a round that can add up over the course of a day.

The PRD explains temporary hit points here http://paizo.com/pathfinderRPG/prd/combat.html#temporary-hit-points] states

For those not wanting the link here is the copy/paste from the PRD:
Temporary Hit Points
Certain effects give a character temporary hit points. These hit points are in addition to the character's current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a character's temporary hit points is applied to his current hit points as normal. If the effect that grants the temporary hit points ends or is dispelled, any remaining temporary hit points go away. The damage they sustained is not transferred to the character's current hit points. When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic.


Following the Complex Modification formula on page 114 of the Ultimate Magic does not equal the listed amount for the mods. Example Construct Armor listed as x but follow the formula given and the price is 11k cheaper when done as a bard or 18500 cheaper when done as Cleric than the listed price.

I understand that its like wondrous item crafting and is more art then science but the difference of cost is fairly huge. I mainly wish to know if its allowed to use the formula given vs the listed price since different casters can cast the requirments at different levels.

I would give more specifics but I do not want to let out anything thats not under the OGL etc.

Thank you,

Gerrard Dixon


How would you deal with crafting a magical item that deals constant elemental damage to boost a constructs hp and then to temp hp (if at max hp) for as long as the item is worn? Example: Flesh Golem with a magical item made to deal constant electricity damage. I would think that it would since Flesh golems do not get saves against electricity spells? The item would be along the lines of a cantrip like spark or more powerful spell that deals electricity if needed. The damage would be average so there would not have to roll each round and have less upkeep.

I plan on using it (if it works and is allowed etc) with Draconic Resevoir to absorb the damage while using the Construct armor as a balancing factor since I would think that I would be taking the damage while inside the construct being under the effect of the item.

If the golem wearing the item does not work what about casting spark many times to charge up my golem? How long do the temporary hit points stay?


James, for golems is there a reduction in price for making a large construct medium or smaller?. I was hoping to construct a golem and use the Construct Armor modification from the Ultimate Magic.

How would you deal with crafting a magical item that deals constant elemental damage to boost a constructs hp and then to temp hp (if at max hp) for as long as the item is worn? Example: Flesh Golem with a magical item made to deal constant electricity damage. I would think that it would since Flesh golems do not get saves against electricity spells? The item would be along the lines of a cantrip like spark or more powerful spell that deals electricity if needed. The damage would be average so there would not have to roll each round and have less upkeep.

After reading several posts that you have given info about golems I though you would be the man to ask. I plan on using it (if it works and is allowed etc) with Draconic Resevoir to absorb the damage while using the Construct armor as a balancing factor since I would think that I would be taking the damage while inside the construct being under the effect of the item.


Would you be able to cast snapdragon fireworks one round, then on the next turn cast another one (if prepared, spontaneous etc) controlling the first with a move action then next turn control both with two move actions. I believe the once per round as a move action is to prevent the two move actions for the one spell. For the range and only being a level one spell its pretty decent for higher level characters, especially with no roll to hit just attacking squares.


Rolling up a NPC Tengu Vampire Ninja and was wondering about the natural attacks and their to hit. Does the Tengu Vampire using a full round action to attack get the slam being at full BAB while the bite is at -5? or is it both at Full BAB?

There is this a non pathfinder variant that replaces Sword Trained for 2 claw attacks at a d8, the Tengu Vampire would then have a slam attack, 2 claws and a bite and I want to make sure I am doing the attacks correctly.

Variant webpage

Spoiler:
http://www.dorkistan.com/PFRPG/races/tengu.htm


Sevus wrote:
leo1925 wrote:
Gerrard Dixon wrote:
Extremely excited and have already placed my preorder! The Spellstrike and Spell Combat should allow Power Attack to work since power attack does not apply to touch attacks or effects that do not deal hp damage. My Magus just became a bit more lethal.

Why wouldn't power attack work?

Or to phrase it better:
When was power attack not working with spellstrike or spell combat?

I think the confusion is that you can't apply Power Attack to a touch attack.

However, since you are making an attack with a melee weapon, there's no reason you can't apply Power Attack to your weapon attack(s).

Sorry for any confusion, I know there is no reason for it not to work, I have only used Spell Strike once with my Magus, but I can see the benefits more clearly. Previously I was using Close Range Arcana, but with the spell taking the threat range of the weapon that is a huge benefit. I had posted on the boards a little while ago about power attack and touch spells due to a split in our group about the RAI/RAW. Looking forward to revamping my Magus once the book arrives at the end of the month.


Extremely excited and have already placed my preorder! The Spellstrike and Spell Combat should allow Power Attack to work since power attack does not apply to touch attacks or effects that do not deal hp damage. My Magus just became a bit more lethal.


James Jacobs wrote:
Gerrard Dixon wrote:
James, In the games you have played or are playing do you run into any problems with characters crafting magical items? I keep running into opposition and flack from my group for crafting. My group believes that crafting magical items makes me over powered and the rules are weak and let you do anything. The items I do craft are from the Pathfinder Core/APG or a few spell in a can type items. This years Paizo Superstar helped me delve into crafting and its been non stop for my 8th level Magus or just in my spare time outside of sessions. Advice?
One other bit of advice if you really don't like the idea of using your character's crafting skills to help the other player characters—maybe you'd be more happy as a GM than a player? That way you can craft all the items you want for your NPCs and for the PCs to find.

Thank you for the advice James, I have sat in the GM chair for a few years with my group. We tend to switch GM's every few months when someone wants to do an idea and the current arc is over.

The point about the party working for its greater good rings true. Loot is usually not shared properly unless a player takes charge of it, we are good for sharing combat and healing. I could try harder to craft things for my party. Hopefully offering or just making my team something will help ease the heat from the crafting.

I am an optimizer/power gamer and its very hard for me to not have a character built to the best of my ability. My main belief is its hard to play a character if you are dead (not impossible though)

I think what I am going to take from your advice is trying to encourage more teamwork from the group (myself included) we each tend to do our own thing while we play and it makes sense that we should be around each other for a reason and call on characters in game when they are doing things against the parties interests.


Thanks for the quick responses everyone. It still works out for me since I can take the penalty on my melee attacks and not have my melee touch or ranged touch to hit altered.


James, In the games you have played or are playing do you run into any problems with characters crafting magical items? I keep running into opposition and flack from my group for crafting. My group believes that crafting magical items makes me over powered and the rules are weak and let you do anything. The items I do craft are from the Pathfinder Core/APG or a few spell in a can type items. This years Paizo Superstar helped me delve into crafting and its been non stop for my 8th level Magus or just in my spare time outside of sessions. Advice?


This came up during my session last night, one of my other teammates and the gm said that they interpret Power attack does not apply to touch attacks. I read the last line of it as touch attacks and effects that do not deal hit point damage, like Enervation and its negative levels for example. When doing something like a Shocking Grasp or the Close Range Magus Arcana for my Magus it should apply as long as it deals hit point damage. Thoughts?

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.


Scipion del Ferro wrote:

In that case I believe you follow the standard formula;

Spell level x caster level x 2,000 gp

Just remember the golden rule. Check the price of the item you are creating with existing items and see if it is appropriate.

Thanks Scipion, I was curious due to the huge discount for 24 hour duration or greater. I would think something like .5 discount which could add up to a decent sum based on the item. Congrats on making it to the top 4 by the way, it was an amazing competition to watch.


Is there a value to be tied to spells that last an 1 hour/level for continuous items?

If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.


I will add my voice to the multitude of well wishes for the hard work the judges have done this year. Before the competition I was not very active on the boards and naive about the competitions prowess. The contest has changed that for the better. The talent of the judges and others here on the site is staggering.


The advice you have given for my item is invaluable Neil. I feel confident about meeting the challenge next year and that I can avoid the pitfalls I fell into this year.


Welcome back Neil, If you have the time for review the item is...

Naturesmith Gloves:

Naturesmith Gloves
Aura Strong Transmutation CL 15th
Slot Hands; Price 14,400 gp; Weight 1 lbs.
Description
These brown leather gloves appear worn and well cared for, each bearing an image of Torag’s hammer and tong on their palm. When a command word is spoken these gloves produce white clay that has morphic properties 3 times a day. The gloves produce clay at a maximum rate of 1 cubic foot per round or until 15 cubic feet of clay has been produced. After the gloves produce 15 cubic feet of clay the gloves become inert for 24 hours while the gloves renew their magical energies. The wearer can apply this clay to any non-magical, non-special stone, metal or wood at a rate of 5ft per round, clay used on invalid materials is wasted as it rapidly crumbles to dust. The clay changes 1 round after application transforming permanently into the same material it covers. For example, clay spread over a wooden doorframe seals the door to the frame as if it were a solid piece. The thickness, hardness and hit points are of regular clay until it is applied to stone, wood or metal, the clay gains the new materials hardness and hit points. If the clay is applied to any precious metal or mineral the duration is treated as the spell Major Creation with a caster level of 15th.
Construction
Requirements Craft Wondrous Item, Polymorph Any Object, Major Creation, creator must have 10 ranks in the Craft (Sculpting) skill; Cost 7,200 gp


Azmahel wrote:


Hm, neat idea. But I mainly have 2 problems with this:
1. Requires a lot of GM fiat. Basically all game effects have to be decided by the GM, Including what constitutes for precious or special mineral or metal.
2. Since most applications seem to be permanent you can basically spawn an infinite ammount of , say iron, which can be sold for 1 sp per pound. So its an (exponentionally growing, by buying more gloves) infinite money cheat. (750gp per day and doubling every 20 days ;))
Is it 3/day or 15 cubic feet per day? Or 15 cubic feet, distributed among 3 uses per day?

Thank you for the feedback Azmahel, the feedback from both you and the other judges have given focus of what to do for next year. To answer your question is 15 cubic feet maximum a day whether or not you use it in one, two or three charges. The infinite amount of common metal makes alot of sense, I was originally more worried about special materials or precious metals.

I plan on cleaning up and tightening the mechanics for next year, this contest has already made me a better crafter and player. I have a few ideas for next year and am now crafting wondrous items in my weekly games. For balance I will post any of them that are not in the main books or basic spiac or sak etc.


I agree with YuenglingDragon about the wands being a great way to stretch out your usefulness. I personally use Close Range to keep those range touch spells from fizzling on a miss. If I am up close and I miss with my Close Range scorching ray then I have a chance to do it again next round.

My group consists of a Druid with animal companion, TWF fighter/rogue, a converted warmage, a barbarian and myself as a Magus. We just hit level 7 and have been doing alright in terms of combat. I am able to hold my own and while not as damaging as the warmage or the fighter/rogue, I do tend to be the most versatile. Until I pad out my spell book with more spells I have to avoid going all out unless I feel confident that I can survive with the lower level spells and whats left of my arcane pool.


Neil Spicer wrote:
Gerrard Dixon wrote:
Naturesmith Gloves

*Is this particularly more useful than marvelous pigments?

*I suppose this also lets you mend a broken item? Still, not a very Superstar idea.

*The designer also has a few grammar problems with the sentence structure in the description.

*Poor idea...mechanics shaky at best...bad presentation.

Thank you for the feedback Neil, it is going right into the file with my item for reference next year.


Would you see value in creating a message board for learning different pieces of the game? A Pathfinder Academy, a place where weekly topics are discussed and if so how would it be started? Topics could include GM advice, combat, magic use and spell creation etc. I understand I could just post a thread but I was thinking something separate similar to the Ultimate Magic.

Thanks


Would Close Range Magus Arcana allow me to hold the charge on a ranged touch attack I choose to cast as a melee touch thanks to Close Range? Example I cast scorching ray (ranged touch normally) as a melee touch and miss, am I able to use it again since its a melee touch that I can hold the charge for?


My Magus Alcoss has a decent str and dex with buff items and racial he has 18 in both. I have Close Range for my Magus Arcana so that I can use my melee touch or ranged touch (my choice for ranged up close with no AOO) since normally even casting defensively ranged touch spells provoke AOO (page 186 Core Book Ranged Touch Spells in Combat). Things get heavy in melee and I cant make it back out, then I start casting my ranged touch spells as melee touch and I am not getting free hits against me. Decent stats in both are just as important in INT, the others can take a hit but for your bread and butter attack spells its worth it.


vash wrote:
does anybody happen to have a checklist of the items in this thread and which ones have been reviewed?

The item on deck before Azmahel began helping out with the thread is on page 3, JadedDemigod's Genteel Rogues Handkerchief. Not to speak for Azmahel but I can see why he started fresh with his views on the items from the start. Giving quick concise account of each item, doing a page at a time is amazing and a good way not to miss anyone. There is the Peer Thread where other members are helping with each others items.

Neil has been steadily going with the massive reviews (considering we all have things to do) but that kind of feedback doesnt happen instantly. I have learned alot so far from seeing each judges comments (copy/pasted or novel) and cannot wait for my item to be dissected.

The spotlight is shining on the top 32 (as it should be) and as exciting as it is watching from the outside waiting for review, imagine what its like on the inside.

Cheers


What do you think the best way to play a true neutral character? If the chosen class would help you its a Magus level 6. What factors would need to be taken into consideration?


RonarsCorruption wrote:

@Gerrard - okay, I did miss the 3 charges per day, but that's two levels of charges. 3 uses per day, total of 15ft of clay between them is weird. If you're going to do that put a maximum use per charge, not maximum total. I was going based on your comment on runnuing out of clay.

Most of your other comments make good sense, but as I have only a good, and not an encyclopedic knowledge of the rules (similar to what it says to expect of the judges), it would be reasonable for a judge to make the same comment I did in a similar situation.

One more thing, the 15 cubic feet of clay is the max amount of material that can be created from the spell major creation with a caster level 15.

I do value the view you gave, another set of eyes is always welcome.


Azmahel wrote:
And now I start „being the Judge 2.0“ I will go through this thread and try to give feedback on every single item.

Cheers to you sir, for Judging in the Judges Please Critique my item and posting in the peer discussion will help things remain tidy in both threads.


Ronar, thanks for the quick feedback on my item, let me answer some of your questions.

-There are several items from the core book with rank requirements, since its a high level caster item the ranks are easy to attain (it also helps bring the price down).

-The clay that is produced is not by charges per foot of clay, in the description its triggered by a command word and it is 3 times a day those are the "charges" which also reduce the price greatly. The wearer can produce up to 15ft max a day. Only when the gloves are empty, an example: when the maximum is used on one use of the command word or during the other two daily uses would they become inert,the draw back again reduces price.

-Special material is as described in the core book page 154. Those would cover Adamantine, Cold Iron, Mithril, Darkwood, Alchemical Steel in terms of what the clay does not work on. The guidelines of the competition say to make reference but you do not need to put all the rules down for the reference as long as its addressed. This means mundane and common materials, this is for balance, so a GM wont have a player create 15 pounds of adamantine every day. Gold is a precious metal as listed in the core, same with platinum during the last line of my description it is treated as a casting of major creation caster level 15th so that means it would last 300 minutes for precious metals (say if you wanted to have a player create a large mound of platinum it would only last so long) gems 150 minutes, and precious stone 15 hours. This again is to stop players from creating something from nothing all the time (in theory they could create and use the stuff to buy/trade etc) they would need to find someone able to buy lumps of the precious material and when the time expires and the material will disappear that would leave some angry and vengeful merchants IMHO. If you could find a caster capable of the spell or being the caster yourself, you can do this anyway, thats why the spell has the balancing factor in place.

-For the clay problems, the gloves produce clay at a maximum rate of 1 cubic foot per round (maximum, I did not want to have book keeping for players or the GM but they can produce less then a foot if they want) but it also forces the player or GM to use the item smartly, again part of the balancing factor. As stated the clay used on an invalid material crumbles to dust, the clay is still clay until used on a valid material. A player wanting to cover up a few peep holes could do it with much less then a foot of clay but it would still cost one of the daily uses to do so, leaving the wearer with only two more uses for the day even if a little was used.

-I agree the way clay forms from the gloves is vague and could of spent more time with it since I had left over words. Basically since it came from the gloves in my head it made sense that is just formed in the palms.

-A friend had read the item for me, and I made a few changes. The changes were mainly in response to similar questions made about precious metals, gems stones etc, since they are not a special material in game terms that had to be addressed.

-This item was originally a little figurine of a craftsman that would move along and do the work as commanded but to me that was along the lines of a Figurine of Wondrous Power (which is kind of frowned upon unless its superstar and rises above the guidelines). I am very fond of Torag as one of my main characters was a Cleric of Torag, his use of soften earth and stone as well as stone shape/wood shape were the basis for the items transformation into gloves. This is my first wondrous item, I appreciate the feedback and will definitely be more careful for next year.


BloodBought wrote:
Hammer of the Master Craftsman

I think I may go a bit more into this then Joe has, mainly since I love crafting and optimization. Any craftsmen would want to have this, but its way over powered though in terms of what a person could craft and break. Magical items or items made of special materials factor their cost by benefits they receive, in terms of higher hp and hardness etc. If I pay 16,500 for Adamantine Full Plate and then tap its broken so is your item.

The item also seems like its a parallel version of Father's Forgehammer from the Pathfinder Chronicles Gods and Magic page 56. IMHO for the cost of the item for the absolute carnage any decently built character could unleash with it is game breaking. Crafting can become deadly in terms of character wealth and craft times/downtime are one of the balancing factors. Crafting a magical item at 5 times the speed is very hard to balance in a game especially with xp gone as a requirement for some items.

A balanced way for this would of been a variant of the mechanics for some of the 3.5 feats (they had plenty that reduced cost, craft time etc) similar to the Fathers Forgehammer. The item sundering ability would have to not be based off of each attack, cut down to once a day or something more balanced, with a decent save similar to Shatter or a bonus to the wielders CMB such as shattering strike. Even for the price at 28,000 it would not be hard for a mid level character to craft one for half cost and become a God on the battlefield against equipment wearing opponents.

Please feel free to message me with your thoughts, and apologize if it seems rough but I hope this has been helpful.


Would like some feedback on my first wondrous item, thanks to anyone who gives their time. Written as submitted, didnt catch the BBCode Tags were missing for the italics as I had done them on my comp or the lack of the lower case spells. I have an edited version on my comp as I am reading the critique thread and learning the gaps made.

Naturesmith Gloves
Aura Strong Transmutation CL 15th
Slot Hands; Price 14,400 gp; Weight 1 lbs.
Description
These brown leather gloves appear worn and well cared for, each bearing an image of Torag’s hammer and tong on their palm. When a command word is spoken these gloves produce white clay that has morphic properties 3 times a day. The gloves produce clay at a maximum rate of 1 cubic foot per round or until 15 cubic feet of clay has been produced. After the gloves produce 15 cubic feet of clay the gloves become inert for 24 hours while the gloves renew their magical energies. The wearer can apply this clay to any non-magical, non-special stone, metal or wood at a rate of 5ft per round, clay used on invalid materials is wasted as it rapidly crumbles to dust. The clay changes 1 round after application transforming permanently into the same material it covers. For example, clay spread over a wooden doorframe seals the door to the frame as if it were a solid piece. The thickness, hardness and hit points are of regular clay until it is applied to stone, wood or metal, the clay gains the new materials hardness and hit points. If the clay is applied to any precious metal or mineral the duration is treated as the spell Major Creation with a caster level of 15th.
Construction
Requirements Craft Wondrous Item, Polymorph Any Object, Major Creation, creator must have 10 ranks in the Craft (Sculpting) skill; Cost 7,200 gp


Today I have learned that items for the competitions (ones that made it and ones that did not) have a big impact on the game if they are accepted into it fold. RAW and RAI are always going to be a huge thing in this game because everyone thinks and interprets differently. After reading every page of the JUDGES PLEASE CRITIQUE MY ITEM thread, I have looked over my item and noticed some things right off the bat, and plan on editing my item before its reviewed to see if I have picked up the flaws.


Another round of thanks for the Judges and everyone who is taking the time to review our items. I think I need work on my pricing among other things.

Naturesmith Gloves
Aura Strong Transmutation CL 15th
Slot Hands; Price 14,400 gp; Weight 1 lbs.
Description
These brown leather gloves appear worn and well cared for, each bearing an image of Torag’s hammer and tong on their palm. When a command word is spoken these gloves produce white clay that has morphic properties 3 times a day. The gloves produce clay at a maximum rate of 1 cubic foot per round or until 15 cubic feet of clay has been produced. After the gloves produce 15 cubic feet of clay the gloves become inert for 24 hours while the gloves renew their magical energies. The wearer can apply this clay to any non-magical, non-special stone, metal or wood at a rate of 5ft per round, clay used on invalid materials is wasted as it rapidly crumbles to dust. The clay changes 1 round after application transforming permanently into the same material it covers. For example, clay spread over a wooden doorframe seals the door to the frame as if it were a solid piece. The thickness, hardness and hit points are of regular clay until it is applied to stone, wood or metal, the clay gains the new materials hardness and hit points. If the clay is applied to any precious metal or mineral the duration is treated as the spell Major Creation with a caster level of 15th.
Construction
Requirements Craft Wondrous Item, Polymorph Any Object, Major Creation, creator must have 10 ranks in the Craft (Sculpting) skill; Cost 7,200 gp


Vic Wertz wrote:
All 36 of the potential finalists and alternates correctly filled in their names in time, so nobody was eliminated for that reason. If you weren't a finalist, there was another reason for it. (I'm not sure if that makes you feel better or worse, but there it is...)

Thank you Vic, that does make me feel better, I know now that my entry made it out the gate to be viewed by the Judges. I had worried that I was automatically DQ'd after all the work I put into my item.

I should rephrase my previous post about losing. Sean's reminder of the extreme talent of the competition as well as a fair amount of the items being book worthy and having a good grade reminds me of why I posted it in the first place. Its not just about winning a grand prize from Paizo (which dont get me wrong would be amazing) but for the love of the game itself.

I have never really made a wondrous item before (I tended to play it safe with rewards and use previously made ones etc) After I reverse engineered the Cloak of the Monte Bank I realized that I could make items and have it done by the book. Pretty pleased about the entire experience and look forward to cheering those 36 Superstars on in the future rounds.


Kamelguru wrote:
Oh yes, Gerrard, out of curiosity; what do you consider "average damage" for lv6?

Kamelguru, I compare average damage against those of my team and based off of what we are fighting.

Example: Mangin our parties Fighter5/Rogue1 has TWF with dual bastard swords, his fighter feats are geared towards TWF and bastard swords. He can crank out 8 to 17 damage on one of his 2 attacks (+1 weapon, +2 weapon specialization, +4 Str,and a roll of 1 on his D10 for minimum with +1 weapon, +2 weapon specialization, +4 Str and roll of 10 on his D10) that adds up to 16-34 damage for two hits.

With Power Attack he increases the damage with power attack for an additional +4 damage raising it to 12-21 per hit or two hits for 24-41 damage. Of course that is just the minimum and max damage and the chance to sneak attack but you see where its going.

My usual plan off attack with my Magus Alcoss is if engaged in melee he will do a regular attack with his +1 bastard sword and my minimum damage is 8 to 17. The break down of the 8 is +4 Str bonus (str boosting item) a roll of 1 on my D10, +1 bastard sword with another +2 from Arcane Pool use. The max damage is if I rolled max damage on all my rolls, again can fall any where in between.

I follow up my first attack with an attack with my Combat Scabbard from the Pathfinder Companion (Armory) as it can be done as a Swift Action with the Combat Equipment Feat and the prereq of Quick Draw which does 1d6+5 which is +4 Str +1 enhancement bonus or can be increased by +2 for my Arcane Pool use (again the enhancements I choose can change the damage greatly. Even though the scabbard attack provokes an attack of opportunity I will do it if I am feeling lucky, healthy or to help a hurt team member run off if they need to without withdrawing.

The finisher is my spell casting as part of Spell Combat (Magus ability) and use a spell that has a casting time of a standard action the spells depend on what I am fighting and what I have left to cast but against stronger foes I will do Scorching Ray for example (which I can cast close up and without attack of opportunity thanks to the Magus Arcana ability Close Range) all of that translates into an attack with my bastard sword ranging any where from 8-17, then my scabbard attack 6 to 11 regular attack or more as described by Arcane Pool use) then the spell so I crank out a minimum of 8+6+4 minimum damage if all hit on sword, scabbard and a really bad roll on Scorching Ray and a max of 17+11+24 max or anywhere in between.

I know I cant keep up that kind of pace and expect to last but when things get tight I can go all out, if I have my enhancements from my Arcane Pool up I can also buff my hit with Magus Arcana Arcane Accuracy by my Int Mod (+5) so I have a good chance of hitting what I attack. My pool is limited but I am an experienced gamer and can expect to last decently. I played last night and more then held my own for fighting a group of 8 guards with my party.

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