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James Hunnicutt's page

186 posts. 2 reviews. Alias: Ragdoll.

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Recent posts by James Hunnicutt:

Channel Energy Problems
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

True. Keep in mind that if the PCs are fighting a cult, they'll be up against multiples of clerics. Multiple evil clerics who all have Selective Channeling, even if they are CR-appropriate and have fewer character levels than the PCs, could be a delightfully steady drain on party resources.

Channel Energy Problems
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

If we're looking for a house-rule, I like the "resist energy" thing.

How about a cooldown period? Clerics can only channel once ever 1d3+1 rounds. I'd stick that to PCs too, to be fair. As the DM, I frequently get frustrated when the dang cleric undoes all the damage done by my monsters in a single round.

Obscure but OMG! How did I ever live without them Feats?
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

Viletta Vadim wrote:
Under 3.5 rules, Quicken is not an option to spontaneous casters by default. To quote...

"This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action."

Rapid Metamagic (Complete Mage), on the other hand, is very nearly one of the must-have feats for spontaneous casters if you want to use metamagic in combat. Shame you can't get it until high levels.


Whoops, sorry, I didn't realize this was a 3.5 thread. The new Pathfinder rules allow spontaneous casters to use Quicken normally, which is huge.

Re Selective Channeling, I still disagree. Every cleric in our group takes it as a matter of course, and they certainly do use positive energy bursts during combat, both at low, medium, and high levels.

Obscure but OMG! How did I ever live without them Feats?
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

Viletta Vadim wrote:
Selective Channeling? Not really. Other than undead, no one's around the party to exclude when you channel energy, because healing is not a combat action; it's too small to be significant, almost always less than a single attack would deal, and it's generally more efficient to just smack enemies in the head with your metal stick to make them die sooner or cast some spell to incapacitate 'em.

Well, when you're doing a positive energy burst to heal multiple party members at once, it's advantageous not to be healing your non-undead enemies at the same time. And at higher levels, it can be a lot of healing you're doling out.

I'd add Quicken Spell for sorcerers, and I like it a lot for all other spellcasters too.

Obscure but OMG! How did I ever live without them Feats?
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

Druid: Natural Spell
Cleric: Selective Channeling

I feel silly even bothering to mention these, they're so obvious, but they define "must-have feats."

Best Open Content
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

Set wrote:
Necromancer Games;
The Tome of Horrors, Revised.

I second that. This was a great book (even before it was revised) and really helped grognards like me who choked over the omission of certain monsters in the 3.0 MM. I would add Tome of Horrors 2.

Official Rulings Needed
Andoran James Hunnicutt,

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ShadowChemosh wrote:

Their is fan based rules FAQ already that does list if the answer came from an official paizo member. Its located on the d20 PFSRD wiki.

Nice! Thank you for the link. Most handy.

I think somewhere it should say, "Those Sp abilities clerics/sorcerers/wizards may take at 1st level are the equivalent of 1st-level spells." Similarly, I'd like some errata clarifying whether spell immunity works against all spell-like abilities, including those class-based Sp abilities.

And maybe some more guidance on Hide in Plain Sight.

Failing Acrobatics check to tumble
Andoran James Hunnicutt,

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LazarX wrote:
The DC of each roll will depend on how many of the opposition threathen the particular square. Example you're tumbling through two threathened squares A and B. If three folks threathen square A, you add the dc for the extra two, if you're tumbling a long distance and square B is threathened by one foe it's the standard DC.

I disagree. The Pathfinder description of Acrobatics provides, "This DC increases by 2 for each additional opponent avoided in 1 round." So even if the opponents threaten different squares, the +2 DC hike stacks.

Failing Acrobatics check to tumble
Andoran James Hunnicutt,

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The Grandfather wrote:
the table states move through a threatened area or enemy's space - in singular. The implication of this is that you must make a skill check for EVERY threatened or occupied square you wish to move through.

I agree, but that seems maybe too harsh, and maybe involve too many rolls. Often, getting past one enemy means going through multiple threatened squares. Sometimes one square is threatened by multiple foes, but in general I think one check per enemy rather than one check per square is going to be more generous to the PCs.

Failing Acrobatics check to tumble
Andoran James Hunnicutt,

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DM_Blake wrote:
I cite the Stealth rules as precedent: if you were stealthing past the same foes, you would only roll one stealth roll, and each foe would oppose that one roll with his own perception check.

Ergo, in both cases, one skill being used, one roll being made.


I don't think they're all that analogous. For example, with Stealth each opponent has a chance to notice you with its Perception skill. When you use Acrobatics to tumble, the opponents don't get any sort of opposed roll. Also, while Move Silently in 3.5 called for only one skill check by the one being sneaky, 3.5 explicitly required one check per enemy when using Tumble to move past multiple foes.

DM_Blake wrote:
Rolling for each foe dramatically increases the difficulty.

Absolutely, but hey, I have no problem making it tough on PCs to tumble around multiple foes. The choice is theirs: if PCs want to tumble, they know the risk and can gauge the DC themselves.

Most rogue/duelist types of level 5+ can make themselves pretty incredible at Acrobatics, and will be able to tumble past or through more than one enemy, even with the double-jeopardy of the +2 DC and the need for multiple checks. Finally, the downside really isn't that horrendous: you provoke an attack of opportunity. That's not so bad, especially if that rogue/duelist has Mobility and if the foes lack Combat Reflexes.

Failing Acrobatics check to tumble
Andoran James Hunnicutt,

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King of Vrock wrote:
It states it explicitly that you add +2 to each foe beyond the first at the bottom of the DC table.

True, but that was the case in 3.5 too. Even so, 3.5 also required multiple checks if you're trying to tumble past multiple foes.

Failing Acrobatics check to tumble
Andoran James Hunnicutt,

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Related question: can I assume everyone is still requiring a skill check per opponent tumbled past?

Failing Acrobatics check to tumble
Andoran James Hunnicutt,

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The description of Acrobatics doesn't really explain what happens if you fail the check when attempting to move through a square that's threatened or occupied by an enemy. Am I missing something? Are folks falling back to the 3.5 rules on this? (3.5 was explicit that if you try to tumble through a threatened square and fail, you complete your move but provoke an AOO. If you try to tumble through an occupied space and fail, you stop before entering the enemy-occupied area and provoke.) Thanks!

Spell Cancelation upon death
Andoran James Hunnicutt,

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We house-ruled that dismiss-able spells end upon death, which is a favor to the PCs. It just seemed more fun that way, because it was kind of anti-climatic to defeat an evil wizard but then still have to deal with an ongoing enchantment or mop up his summoned creatures, which aren't even worth xp.

Spell Immunity apply to class-based spell-like abilities?
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

Other than lawyerly interpretations of the language of the spell, I haven't heard any good reason that spell immunity shouldn't block class-based spell-like abilities. Allowing spell immunity to block class-based spell-like abilities won't upset game balance, and seems fair all around. In fact, I think the converse is true: allowing Bleeding Touch and similar low-level abilities to bypass spell immunity (or globe of invulnerability) seems unfair and unbalanced. So if you come to my gaming table, the house rule is that if someone wants to cast spell immunity (Bleeding Touch) they certainly can. Thanks folks.

Spell Immunity apply to class-based spell-like abilities?
Andoran James Hunnicutt,

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ShadowChemosh wrote:
Though with the wording of innate all over the sorcerer and their bloodlines Sp would be affected by Spell Immunity. LOL

That is hilarious. I hadn't noticed, but you're right: the Sor description repeatedly says that the sorcerer's abilities are innate.

Spell Immunity apply to class-based spell-like abilities?
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

Zurai wrote:
There is no way to permanently and irrevocably lose innate spell-like abilities short of intervention by a deity.

Death. That gets rid of em pretty quick. ;^)

Spell Immunity apply to class-based spell-like abilities?
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

Regarding all the spell-like abilities clerics, sorcerers, and wizards now can acquire based on their domain/bloodline/school, I don't think it's much of a stretch to assume they're the equivalent of 1st-level spells, since 1st-level characters can use them.

My attitude is that a normal or lesser globe of invulnerability should block all those Sp abilities you can get at character level 1.

Spell Immunity apply to class-based spell-like abilities?
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

James Risner wrote:
ShadowChemosh wrote:
And spell-like abilities.

Except that it only protects against spell like abilities that duplicate spells, which Bleeding Touch isn't one of those Spell Like Abilities.

Other than the interpretation of the language of spell immunity, is there a sound reason to exclude spell-like abilities from what spell immunity protects against? You only get to block a couple spells with spell immunity, and those clerics with Death domain have plenty of other nasty things they can do to you other than Bleeding Touch.

If I were to research a new spell, "immunity from spell-like abilities," wouldn't it be fairly balanced to treat it just like spell immunity, i.e., a 4th level cleric spell? And since clerics have access to every spell on their spell lists, aren't we splitting hairs making spell immunity and "immunity from spell-like abilities" two separate spells?

Spell Immunity apply to class-based spell-like abilities?
Andoran James Hunnicutt,

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The Grandfather wrote:
James Hunnicutt wrote:
Anything else out there? Thanks again.

Anti-Magic Field

Well sure, but a 6th level spell in order to block a 1st-level spell-like ability? Yowch. I was hoping for something lower level.

Spell Immunity apply to class-based spell-like abilities?
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

Thank you for your thoughts.

Any suggestions on something that does block spell-like abilities that aren't necessarily tied to a named spell? Such as all those spell-like abilities clerics, sorcerers, and wizards now have?

I already thought about spell resistance, which gives you a decent SR, which does apply to spell-like abilities whether or not they're tied to a specific named spell. Anything else out there? Thanks again.

The Alignment Thread
Andoran James Hunnicutt,

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LE is a great PC class, in my opinion. You're a total SOB, but can play nice with others to get where you want to go. Frequently, it's the LE guy who can get things done.

I've let players play CN, but happily they tend to play them more CG or TN, as opposed to a true CN nutjob.

Spell Immunity apply to class-based spell-like abilities?
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

In Pathfinder, there are a lot of spell-like abilities granted by classes. In WotC's Spell Compendium, the language of "lesser spell immunity" was revised in such a way that it blocked all "spell-like effects." PF Core Rulebook uses the traditional 3.5 language, which is more ambiguous: spell immunity "protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks." I don't think a spell-like ability from a class is "innate," but it seems totally appropriate that spell immunity could and should be used to block specific class-based spell-like abilities. For example, if I'm about to enter a temple full of priests I anticipate have Death as a domain, I'd like to be able to cast spell immunity against their nasty Bleeding Touch spell-like ability. Thoughts?

What's your favorite level range for adventuring?
Andoran James Hunnicutt,

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1. Level 6
2. You start getting the "good stuff" - 3rd level spells, multiple attacks, another feat, plenty of HP and skill points, you can handle cool monsters, your Diplomacy and Disable Device skills are good enough to accomplish lots of cool stuff, you can afford nice but not overpowered magic items, you're still weak enough that there is lots to fear, etc.
3. Seven Days to the Grave... because I'm running it right now and everyone is loving it, and it's fun DMing because the players are constantly distressed by all the disease going around.

Inevitable Discussion: Clerics Lost Heavy Armor Prof.
Andoran James Hunnicutt,

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I love the change.

What Does Psionics Mean to You?
Andoran James Hunnicutt,

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Shifty wrote:
The only time it has ever really worked for me was in the Dark Sun setting where it was engineered to be integral to the game, and it was actually loads of fun.

QFT. Dark Sun was a blast.

Druid - Cure Spell Levels
Andoran James Hunnicutt,

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Ross Byers wrote:
With Clerics now having Channel Energy as an additional source of healing, is it still necessary to stagger Cure spells one level behind for Druids? Is the game going to break because a Druid can cast Cure Moderate Wounds as a 2nd rather than 3rd level spell?

I couldn't agree more. Give the druids some love.

If You Could Change One Thing
Andoran James Hunnicutt,

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Dramatically scale back the Travel domain. The dimension hop and flight abilities are far superior to the options available to the other domains.

Okay, so what do people feel are the "overused" villain concepts?
Andoran James Hunnicutt,

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Gamer Girrl wrote:
Okay, where? I've been gaming since 1978, and I am having trouble finding this supposed plethora of "angry druids" out there. Folks keep saying it's been done to death, or give a number like this. I would like some adventure titles, please, so I can see it myself. Otherwise, it's random statements of non-fact supposition.

Sunless Citadel. The BBEG was the evil druid Belak. As the standard 1st level module for 3.0, I have to think a lot of people played this one.

Disappointed With The Villains
Andoran James Hunnicutt,

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Clandestine wrote:
But I can honestly say I tried to give my villain both the striking visual and the goals to match! Tomorrow, I'll find out if I'm right.

I'm pullin' for you. I liked your guy's physical description.

Overall Villain Submission Thoughts
Andoran James Hunnicutt,

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Russ Taylor wrote:
Charles Evans 25 wrote:
Russ:
Just how much of a difference do you think it makes to what you can do with the word-count when there is the stat block alongside, which will (in theory) make some things (race, alignment, spells typically prepared, favourite weapon for example) obvious?

Honestly, very little. Looking over mine, I'd say I saved these 9 words, the text other than that stands without the stat block.

Male Advanced Four-Armed Sahuagin Paladin of Tyranny 8


I loved Seskadrin.

Overall Villain Submission Thoughts
Andoran James Hunnicutt,

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Jason Nelson wrote:
A good villain needs to be connected to its background - that gives him/her/it a sense of place, a context so that their villainy is meaningful and not simply arbitrary.

I couldn't agree more.

Also, I really think there is a lot of value in a villain who is somehow tied to the PCs, via history or otherwise. That was why I like Sharina so much: she latches onto the heroes and plagues them for a while, until they figure it out and deal with her directly.

Exit polls - Round 2
Andoran James Hunnicutt,

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Carl Klutzke - Sharina Legendsinger
Neil Spicer - Gulga Cench, Scion of Cyth-V’sug
Trevor Gulliver - Bracht Darkhouse, The Flesh Peddler
Vladislav Rashkovski - Kardam, the Burning Khan

Overall Villain Submission Thoughts
Andoran James Hunnicutt,

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Marcus o' the Green wrote:
(Do people outside of the Order of the Stick actually say 'meh,' though? And yet- it's such a great interjection...)

Yes. I use this in conversation with pals, as well as in my professional realm.

Overall Villain Submission Thoughts
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

Core wrote:
A lot of them simply said 'rewrite me' as I read them. Probably a result of giving them 3 days in the middle of work week (which is pure silliness).

I concur. I understand that the ability to work under deadlines is vital to a published writer, but this is supposed to be a fun contest that is interesting for us fans to read and enjoy, and the very short time span really hurt that. I have to assume the 32 all have jobs, school, family, etc. There were several villains I thought would have been a lot more enjoyable to read if the writer had been able to devote another week to them.

Zavanix
Andoran James Hunnicutt,

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I ran a pixie villain once, and it worked great. I think the trouble with Zavanix is making him insane and unpredictable. What's more frightening and intimidating is a pixie in full control of its powers: constant flight, constant greater invis, DR, SR, spell-like abilities, huge Dex bonsu, and then stack on top of that some Sor or Rog levels and then BAM you have a killer combatant. Among other things, the constant invis means all ranged attacks within 30 ft are sneak attacks.

Sharina Legendsinger
Andoran James Hunnicutt,

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Evil Genius wrote:
Honestly, any party worth its salt is going to see past her myriad bluffs eventually

I don't view that as a strike against her. Every good villain has to have a weakness and must be something the heroes eventually surmount. For most villains, the party "eventually" defeats it through combat. Here, the heroes will only eventually defeat this villain by using their brains, realizing what's going on, and then figuring out a solution (which might be something other than "kill her").

VERY IMPORTANT for Round 3--READ ME NOW
Andoran James Hunnicutt,

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flash_cxxi wrote:
Hey, I already have my Villain pretty much statted up already.

Good on ya. Frankly, I don't really know how to make up a villain concept without doing some statting out simultaneously. That's the only way I know what the villain's strengths, weaknesses, and sneaky tricks are.

Overall Villain Submission Thoughts
Andoran James Hunnicutt,

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I really liked precisely 4 of them, so voting was easy for me.

Sharina Legendsinger
Andoran James Hunnicutt,

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This is my #1 choice. Really great job. I think a recurring villain who frustrates the party, and who is not necessarily a big monster to fight at the end of an adventure, is simply fantastic.

And I like the name! Fantasy characters frequently have goofy, over-the-top names. And in a fantasy world with bards, the name sounds like a professional moniker. E.g., Joe Smith got his name from the fact that his ancestors were smiths. She might have applied the name to herself to describe her role in the world.

Kardam, the Burning Khan
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

Thank you for making a good, old-fashioned, kick-butt villain, with a theatrical appearance. I don't really understand villains that are average-looking, non-descript, etc. Heroes want to fight memorable-looking bad guys! This fellow sounds like he's straight out of a pulp fantasy comic book, which is precisely where my players want to dwell.

Bracht Darkhouse, The Flesh Peddler
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

I love it. Very Cthulhu-ish. Great stuff.

GULGA CENCH, Scion of Cyth-V’sug
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

YES! I love this one. Evil and icky. Well done.

Post Channeling Items Here
Andoran James Hunnicutt,

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delabarre wrote:
My eye of fire is posted over on the Feedback thread. Basically, it allows a positive energy channeler to convert channeled energy into either a defense (death ward) or a single-target ranged attack (searing light).

That other thread is quite lengthy, and I was hoping to create some one-stop-shopping for channeling items.

terraleon wrote:
Eibom’s Ineffable Headstone
Aura moderate necromancy [evil]; CL 10th
Slot hands; Price 65,000 gp; Weight 30 lbs.
Description

A black chain adorned with a heavy manacle pierces the crown of this weathered slate headstone, engraved only with a hand pointing at a star.

Clasping the manacle about the wrist reveals the Headstone’s powers. Its four charges renew each sunset. Once affixed into the ground (a full-round action), the Headstone may be activated:


  • Attract undead within 500 feet to the Headstone, DC 15 Will save. (2 charges)
  • Channel Negative energy as a 10th level cleric. Undead make a DC 15 Will save or fall under the bearer’s command. Undead within a Desecrate automatically fail. (1 charge)
  • Increase another power’s DC by three. (1 charge, part of activated power)

While manacled, the bearer is considered a 10th Level cleric for commanding undead and may command up to 30 Hit Dice. Removing the manacle frees controlled undead.

The bearer may activate powers when no charges remain by suffering 10% of his maximum hit points in damage per charge. This damage cannot heal magically, only through rest.


I like it, but 4 charges seems like a lot for such a powerful item. The extra charges for sacrificing hp should have a limit, like you can only do that for one or two extra charges max per day.

Post Channeling Items Here
Andoran James Hunnicutt,

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Matrissa the Enchantress wrote:
Sure thing - here's mine:

DIVINE AMULET {not the best name in the world...}
Aura faint necromancy; CL 3rd
Slot neck; Price 4,200 gp (+1), 9,600 gp (+2), 16,200 gp (+3), 24,000 gp (+4), 33,000 gp (+5); Weight --

Description
This device appears to be a simple circular disk, made of dark hardwood, silver, gold, platinum or adamantium, with one face polished mirror smooth and attached to a braided leather cord (if wood) or a fine chain of the same metal.

When a divine amulet is worn by a character devoted to a deity or philosophy (Cleric, Druid, etc.) the smooth face acquires an etched representation of, and can be used exactly like, her holy symbol. Up to three times a day, a divine amulet can be used to boost channelled energy, increasing the energy damage by 1d6 and improving the Will save DC by an amount determined by the base material of the device: wood +1, silver +2, gold +3, platinum +4, adamantium +5.

Construction
Requirements Craft Wondrous Item, ability to channel positive or negative energy, creator’s caster level must be at least three times the symbol’s bonus; Cost 2,100 gp (+1), 4,800 gp (+2), 8,100 gp (+3), 12,000 gp (+4), 16,500 gp (+5)


Very cool. I'd started with a holy symbol, but didn't know what to do with the fact that there are so many different deities. I like your approach: the symbol taking on the semblance of whatever your deity is.

Post Channeling Items Here
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

I designed a channeling item, and was intrigued when one of the judges commented on the fact that they'd received lots of those... but apparently they didn't make it into the top 32. Well, I would really like to see them. One of the reasons I designed a channeling item is that I'm playing a cleric and I'd like some options for magic items that enhance that power.

So if you made a channeling item, please post it here. Thank you!

To get things rolling, here is mine:

PRAYER BEADS OF THE REDEEMED SEPULCHER
Aura moderate necromancy [good]; CL 10th
Slot none; Price 13,000 gp; Weight -
Description
Malevolent necromancers and similar villains take great pleasure infesting holy burial sites with the living dead. If the undead are driven away and such places cleansed, it is common to consecrate the location by erecting a small shrine. In these shrines, virtuous clerics fashion these long strings of prayer beads. Such prayer beads may be tied to, and untied from, any holy symbol. When using a holy symbol with these prayer beads attached to channel positive energy, the user's cleric level is treated as two higher than normal for purposes of channeling positive energy, and the user may choose to reduce the number of dice she rolls in exchange for any combination of the following benefits. The user may reduce the positive energy unleashed by: 1d6 to increase the DC of the Will save undead make by 1 (up to +4), and 2d6 to increase the radius of the positive energy burst by 5 feet (up to +20 feet). One can benefit from only a single set of prayer beads at a time.
Construction
Requirements Craft Wondrous Item, 10th-level cleric; Cost 6,500 gp

Channel that Disappointment... Into my Thread!!!!
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

No ranting. Obviously, there simply was some sort of mechanical problem with the submission form on the website, and mine didn't process. No one to blame, just a glitch in the system. That's the only possible explanation. ;^) Congratulations to the top 32!

Some things I am seeing in this year's batch
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

I think "design a wondrous item" is perfect for the round 1 entries, and gives some nice consistency to the contest year-to-year. You can do anything with a wondrous item, which can bestow powers akin to new feats, new spells, new monster powers, etc.

Consecrate & Desecrate need PF treatment
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

Consecrate and desecrate are omitted from the Beta, meaning the 3.5 version applies. But the 3.5 version boosts/hinders turning, not the channeling of positive/negative energy. So these two spells should be revised for Pathfinder and included in the final version.

Some things I am seeing in this year's batch
Andoran James Hunnicutt,

B 4--Herald-of-Abadar avatar

Dang.

Bring on Superstar 2010!



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