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Guys This is the official "Critique My Item" Placeholder thread. But Clark, why are you doing this now and why is it locked? Excellent questions my young padawan. Let me explain, no there is too much, let me sum up. First, I want there to be an official thread and this is how we have done it in the past. Second, I want it to be locked until at least Wednesday. Today is the day to celebrate those who made the cut. Starting tomorrow, or whenever Gary and Vic think it is wise, we can open up this thread to discuss the items that didn't make it. It's how we've done it in the past and it has worked well. So for today, if you didn't make the cut, turn your attention to those who did. Discuss their items. Then, when this thread opens, submit yours for discussion and feedback. Please don't post in this thread between now and when Vic/Gary lock it. Thanks everyone! Congrats for entering and good luck! If you don't make the cut, I look forward to discussing your item in this thread. This community has always been really great and the discussion of non-advancing items has been civil and professional and excellent.
For your information, it may be helpful to explain a little about how we view items and rank them, and to provide three "rough groupings" for discussion of items so you can see where yours fell. Tier I: The "Keepers" These are the items we sorted into the initial keep file, even though all of them dont make the top 32. Your goal should be to get into this group. For reference, in descending order, here are some of the groups that make the keep folder: --the "Clearly Superstar" item: we judges can tell, every year there are a handful of items that really knock us out, these are generally the unanimous locks that make up part of the top 32.
Generally, there are about 50-60 items that get sorted into the Keep folder after all the submitted items are reviewed. We tend to "over-keep" rather than "over-cut" since it is easier to cull the bottom from the keep folder than to have to go looking back through the reject pile. Tier II: The "Good But Not Good Enough" This is a big group of the items submitted in the contest. It includes the following: --The "Good execution of an average idea" item: the kind of item that might make a book of wondrous items, but not good enough to be superstar
These are the items that just lack that "Superstar"-ness. The above kinds of items generally are reviewed by three judges before they are kept or rejected. We often spend a good deal of time talking about some of these items. The larger this group gets, as it has, the harder our job as judges gets. Tier III: The "Not Ready" There are a large contingent of these every year, but as time goes on there are fewer in this group and more in the group above. --The "Clear Reject" item: the spell in a can, the boring skill bonus item, etc. See Sean's list of bad item stereotypes.
Items in this category don't require three judges to even see. Items in this category are sometimes rejected by just two judges. If there is any question that any judge might find an item worthwhile, we wait until at least 3 judges have reviewed it and if they all three reject it then it is rejected before the 4th even sees it. Auto-rejects (like over word count) get rejected sometimes by just one judge, but usually they are such glorious train wrecks that we keep them around for the other judges to see. By the way, these arent formal rules, they are just our practice. But hopefully these "groupings" can help you understand where your item was at and help you improve. My fellow judges may want to add additional examples.
Judges - Thank you for - as always - being so generous with your time, insight, and effort. Humbly, I pray for wisdom... Entroposphere
This fractured crystalline globe is 9 inches in diameter and rests on a squat helical stand of glittering mica. Inside the transparent outer sphere, a framework of concentric copper rings whirl in orbit about a central orb of lead flecked with diamond dust. While in use, the sphere hisses, pops, and thrums discordantly as webs of thin cracks spread and recede rhythmically across the crepitating surface of the globe. Three times per day, a user may activate the entroposphere, choosing to either increase or decrease entropy, causing the sphere to radiate a 30-foot radius emanation of altered entropy for 5 rounds. Within an emanation of increased entropy, the hardness and break DCs of objects each decrease by 5 (to a minimum of 0), the ambient temperature increases by 10 degrees Fahrenheit, and the color of existing light shifts towards a smoldering violet-red. Within an emanation of decreased entropy, the hardness and break DCs of objects each increase by 5, the ambient temperature decreases by 10 degrees Fahrenheit, and the color of existing light shifts towards a cool violet-blue. Magic items and attended objects may save to resist the emanation’s effects (Fortitude DC 20, roll the first time the item’s hardness or break DC is challenged, results last the duration). An entroposphere’s emanation does not affect itself or other entropospheres. Emanations from multiple entropospheres do not stack, but opposing emanations do counteract and negate each other. Construction
I'm guessing Swiss Army Knife! Astrolabe of the Mesmerizing Heavens
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.
This year was my first attempt at a submission for the RPG Superstar contest - any feedback/criticism is appreciated to help me start preparing for next year: Swifttouch Gloves
Description
The creation of this item dates far back to the cyclopean empires of ancient Golarion; but the height of their popularity came during the rule of the Whispering Tyrant, who himself wore a much more powerful version of the gloves that gave him the swift touch ability at will along with several other potent powers. Most arcane casters serving the Whispering Tyrant possessed these items, which can still be found today throughout Ustalav in ancient ruins, haunted crypts, and battlefield sites. Construction
Clark & Judges,
Shard of the Pilfering Leech
If the wearer is an alchemist of at least 2nd level or higher, once per day she may isolate and extract a single dose of poison succumbed, or resisted, by the wearer contained within the gemstone. Siphoning the poison from the shard requires a Craft (alchemy) skill check with the DC and duration of the check equal to the Fortitude saving throw of the poison being removed. This check must be made up to 4 hours after exposure to the poison and will require the removal of the item in order for the poison to be procured. The shard must be worn for a full hour before it begins to work. If it is removed, the owner must wear it for another hour to re-attune it to herself.
My thanks for the feedback, Quote:
Hi, my item was: Skin Mask of Spell Meddling:
Aura moderate abjuration and evocation; CL 7th
Slot head; Price 23,000 gp; Weight 1/2 lbs. Description This diminutive, elastic mask feels like skin to the touch and resembles a hollow jinkin head. It easily stretches to fit any skull shape, matching the wearer’s facial features but lending a gruesome gremlin-like aspect to his countenance. The mask allows its wearer to tamper with the magic of others. Once a day, when the wearer successfully identifies a spell being cast within 30 feet, he may activate the mask as an immediate action to sabotage that spell, either weakening or replacing it. To fuel the mask’s powers, the wearer chooses and expends one spell from his daily allotment. The chosen spell cannot have costly material components or a casting time that is more than 1 round, and must be of the same level as the target spell. All variable, numeric effects of the target spell are minimized. Saving throws and opposed rolls are not affected. Alternatively, if the wearer has the target spell on his class list, he can switch spells with the target creature. Both spells must be of the same type (arcane or divine). The mask captures the target spell, and the target creature knowingly casts the spell previously chosen by the wearer. If the creature cannot meet the component requirements for the chosen spell, its action is lost. The wearer may cast the captured spell once during the next hour as long as he keeps the mask on. Removing the mask wastes the captured spell. A successful Will save negates the mask’s effects (DC 10 + 1/2 the wearer’s caster level + the wearer’s spellcasting ability score modifier). Construction
I´d love to see some feedback. Thank you all for the time you're taking to do this.
Scabbard of the Scallywag
Construction Requirements
thanks for your time.
I knew minutes after submitting that this wouldn't make it. I'm really nervous about just putting it out there, but I'm a glutton for criticism anyways.
Quickrift Chalk:
Quickrift Chalk
Aura moderate transmutaion; CL 7th Slot --; Price 4,000 gp; Weight -- Description Popular among thieves, spies and others who wish to gain access unnoticed to areas they’re not wanted, this pale piece of chalk, faintly inscribed with arcane runes along its length, enables its user to temporarily turn solid material into insubstantial space. When an enclosed shape is drawn on a wall, floor, or any inanimate material the white marks of the chalk bleed together, changing the encircled material into a shimmering translucent mist, allowing any tangible item or effect to pass through it. This effect lasts for 1 minute. One stick of chalk allows its user to draw up to 40 linear feet, after which it is consumed. Multiple applications of chalk may be made in any arrangement; however, regardless of the size of the shape drawn an application of chalk always consumes at least 5 feet worth of chalk. For markings greater than 5 feet in length the amount of chalk used is always rounded up to 5 foot increments. If the material the chalk is applied to is greater than 10 feet thick the chalk simply creates a 10 foot deep misty niche as drawn. Subsequent applications of chalk can be made within the this space.
Construction
Gibber Bane Aura faint transmutation and conjuration; CL 3rd
Description This three inch long hair-like strand of black fibrous material wiggles to life when touched. If placed against any surface where hair follicles grow it roots itself in, sinking one of its three inches underneath the surface of the host’s skin. This results in a slight itching sensation but causes no other ill effects.
Construction Requirements Craft Wondrous Item, entangle, summon swarm; Cost 2,000 ========================= Reviewing it myself I see a couple of problems. Price is too low and I think I should have allowed for a save against its effects.
Thanks for your consideration and time Tome of Vile Training
Description
Veiled Advisor (Ex): The familiar gains a +5 to stealth checks, and the ability to speak and understand Aklo. This ability replaces speak with master. Dark Guardian (Su): Once per day, with a standard action, the wizard turns his familiar into an alien phantasm of horrific appearance. The familiar’s statistics stay the same, but it becomes medium in size and gains the incorporeal subtype for one round for every four wizard levels. While in this form the wizard can deliver ranged touch and touch spells from the necromancy school through his familiar via the empathic link. This ability replaces deliver touch spells. Bloody Enlightenment (Su): The familiar bites the wizard dealing 1d4 points of damage and attaches itself; dealing this damage every round the two are joined. In exchange for his health, the wizard gains the familiar’s basic statistics, saving throws, senses and skills if they’re better than his own. The wizard also gains access to the familiar’s special abilities. Once per round as a free action the wizard can take one ability from his familiar. He can choose any ability that his level would allow his familiar to have. This ability replaces speak with animal of its kind. Requirements Craft Wondrous Item, comprehend languages, phantasmal killer, vampiric touch; Cost 14,000 gp.
I am once again asking for your feedback, just as I did last year I would like you guys to be as harsh as possible with your comments about my item, as I really learnt a lot about my mistakes with your previous feedback back then on 2011. (This is the only version of my item I can post right now, my PC’s someone placed an explosive runes spell on my motherboard last month and I fell for the trap, this is just one step away from what I sent – the only difference being a small tweak on the description, and reduction of word count as this version is slightly over 300. I would be very grateful If any of you judges could post the version I sent. )
Spoiler:
I suppose you don’t remember me, I asked for harsh comments last year as well, and you were kind enough to hit me as hard as you could, which helped me a lot, you also provided really good advice on how to improve. If it is not too much to ask, I would be really grateful if you could tell me how much have I improved (if any), compared with my previous entry (Laurel Crown).
Whether I make it or not, here's my entry (I think I kept it up to date with the final entry). Chalice of Eternal Fire
I already know like three things that are so simple that I screwed up on this. I hang my head in shame, but look up with doleful eyes seeking at least a pat on the head for effort. Azlanti Librarian’s Key
Once per day, the owner may place a scroll of any level in the drop box and request a replacement spell by name from the librarian. The scroll then vanishes from the box. After the library door has been shut, the key will be changed into a spell trigger item containing a single use of the requested spell. The spell remains in the key until it is cast or the key is used to access the library. The spell requested must be of the same level or lower than the one placed in the drawer. If the replacement spell has material costs, enough gold to cover the costs must be placed with the original scroll. Instead of exchanging a scroll, the librarian can be hired to research a given topic. The librarian charges 10gp for each +1 competence bonus to a Knowledge roll. The maximum bonus the librarian can supply is +5. It takes time to search the archives, resulting in a 2d6 hour delay. When the information has been compiled, the key will vibrate softly, signifying that the librarian has the research ready.
Interested in feedback! My submission: Mushroom of the Fey Ring
Additionally, an owner of non-lawful alignment who casts either summon monster or summon nature's ally can use a full mushroom as an additional spell focus, though this consumes the dust inside. Doing so permits the summoning of a creature marked with a "*" from the summon monster table of the same spell level as a "fey ring" creature (treat as the entropic template with DR/cold iron rather than DR/lawful, a +1 luck bonus to AC and saving throws, but without smite law) instead of the celestial or fiendish template. This option makes the spell chaotic. Alternately, casting summon monster may summon a fey creature from the summon nature's ally table of the same spell level. If empty, the mushroom's contents are replenished at dawn a total of seven times, after which the magic of the mushroom fades.
I'd love to get your feedback! Mask of Many Roads
Description This carved wooden mask is stained with occult markings. Anyone looking through its serpentine eye sockets can see across Planes to the Ethereal, granting them a see invisibility effect. The true power, however, allows the wearer to create a crossroads between worlds once per day. They must shout a command word which is carved inside of the mask in Aklo. Activation is a full-round action, and establishes a nonmoving bubble of radius 100ft. centred around the mask. Upon activation the speaker must designate a single Plane near their own. The Transitive Planes are near the Prime Material and each other, and the Astral Plane in particular connects to every Plane. Inner Planes are near each other, and Outer Planes connect to other Outer Planes which share an alignment component. The wearer can choose which Plane dominates inside the crossroads for each of the following traits: gravity, morphic, elemental, alignment, and magic. Time proceeds at the rate of the slower Plane. Interplanar interaction is possible, allowing material contact with the extraplanar. A trait can be changed as a swift action. Extradimensional spaces such as a rope trick collapse within the crossroads, scattering their contents across an area equal to their apparent size. Creatures which leave the crossroads end up in the Plane of their choice. After 15 rounds or if the mask leaves the bubble, the crossroads collapses. People still inside are stranded on the Plane of the wearer’s choice. Construction Requirements Craft Wondrous Item, contact other plane, create demiplane, see invisibility; Cost 85,000 gp
Thanks for doing this! Vest of Seven Pockets
Description
There exist versions of the Vest of Seven Pockets tailored for small-sized creatures. In such cases, the pockets are still large enough to admit a human hand, and the portals are still nine inches in diameter. Construction
I would say lack of rules fu, clarity, and SAK. Please be brutally honest, I can take it. All feedback will help me become a better writer and designer. Thanks for your time. Helm of Eternal Hunger
Description
Construction
I would love some feedback. Also, I'm prepared for "negative" feedback, so don't worry about sheltering my fragile emotions: Fermenting Gyst
The potion acquires a unique, bitter taste that delights the palate. It cannot be contaminated by magical effects that spoil liquids, such as a black dragon’s corrupt water ability. Once created, a single jar contains enough gyst to ferment 10 potions. The process is only effective once per potion. Construction
Boots of the Skittering Sorcerer
Thought I've already stated in my feedback thread that I recognized that my idea wasn't exciting enough to be a superstar idea™, I am curious what about it kept it from being in the "Good But Not Good Enough" category. Bracers of Skillful Manuevers
Book of Convincing
Anyone who reads the book must make a DC 16 Will save. Those who fail the save believe anything written in the book to be true, and their opinions on anything written about in the book change to match the book's opinions. At the GM's discretion, this may change a character's alignment. Once convinced by the book, nothing can make the reader doubt what the read in the book, but a successful break enchantment, limited wish, miracle, remove curse, or wish spell removes this effect.
Yeah, I know I forgot to put Craft Wondrous Item. If that was the sole reason I didn't get into the top 32, I will cry myself to sleep tonight.
Thank you so much for taking the time to provide feedback! Octopus Wraps
A big thanks to all of the judges for taking the time to provide this feedback. This contest has been lodes of fun. I'm new to the community and look forward to cheering on the Top 32... Philosopher’s Apple
Description
Once per day, as a standard action, the apple may be activated to create an invisible area of heavy gravity emanating outward in a 20 foot radius and lasting 8 rounds. Activation requires pressing down the stem and subsequently throwing it using the Throw Splash Weapon special attack (20 foot range) or placing it as desired. Once placed, the apple locks immobile and its grid bursts with azure light. Grounded and flying creatures caught within its radius are slammed prone for 1d10 points of damage and, if flying, an additional 1d10 points per 10 feet pulled downward. Affected spellcasters must make a Concentration check (DC 20 + spell level) or lose their current spell. The environment mirrors the effects listed for Heavy Gravity under the Planar Adventures rules. Anything entering the area suffers its effects immediately. Creatures exiting must make a Reflex save DC 25 or trip due to the jarring nature of changing gravities. Huge or greater sized creatures partially caught in the area ignore the above effects and are merely considered entangled. When complete or dispelled, the apple implodes and disappears. After 1 hour, it falls from the sky striking the last user inflicting 4d6 points of damage (Reflex DC 15 for half) and imparting the benefits of brilliant inspiration for 4 hours or until a natural 20 is rolled. These apples are awarded to faculty of the Arcanamirium for outstanding research and significant contributions in the field of Planar Studies. Construction
Whip Wrap of Ydersius
Upon a successful attack followed by a successful grapple check, the whip will begin to constrict on its opponent, doing 1d4 points of damage per round the subject is grappled. Additionally, three times per day, the whip will inject poison (Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save) into the enemy, when a command word is spoken while the subject is grappled and constricted.
Thanks for taking the time to comment!
Hello, This was my first entry into the RPG Superstar contest. Any feedback for future submissions would be appreciated. Shane Spoiler:
The Wanderer’s Market Aura moderate conjuration; CL 9th
Description This intricate and fine rug looks merely decorative, but when a command word spoken, it transforms into a 20ft square and 10ft high merchant’s tent filled with empty tables and shelves. There is a constant breeze within the tent; the ground is level, covered in rugs, and kept clean by an attendant unseen servant. A second command word summons forth a bound Janni ready to do business with the user. The Janni will provide sustenance for its guests if asked. When ready for business, and with a wave of the Janni’s hand, the tent fills with a multitude of goods. The Janni has access to any weapon, armor, or goods of a non-magical nature. All can be found in its tent. If the good in question would not fit in the tent, it appears next to the tent after the rug’s user finalizes their transaction. The Janni is willing to buy magical goods from those in its tent, however it does not have any for sale. The Janni can also be a source of gossip from the material world and the planes alike, and will trade in gossip at the GM’s discretion. The Janni is not bound to the user; however the character can still ask assistance of the Janni and it special abilities. Requesting the Janni’s aid works the same way as coercing service through the Planar Binding spell. The tent springs up from the rug in just 1 round. The rug is deactivated by speaking a third command word. It cannot be deactivated unless it is empty of occupants. Construction Requirements Craft Wondrous Item, Secure Shelter, Lesser Planar Binding; Cost 13,700 gp
Evil Lincoln wrote:
Here was my issue: Maximum modified caster level is 9, so normal caster level max is 7. Assuming a 3rd-level potion (the max for potions), that's a potion costing 3 x 7 x 50 = 1,050 gp, which you're increasing to an effective cost of 3 x 9 x 50 = 1,350 gp, a difference of 350 gp. At the cost of one pinch of this stuff, which costs 450 gp. So you spend 450 gp to get a benefit worth (at best) 350 gp.
First time entry for this. Negative feedback appreciated too! Just tell me why it is unworthy. Light's Last Hope
I would love to get feedback on my item: Boots of Trailblazing
This trail forms immediately in front of the wearer's feet and extends 10 feet to both sides. The trailblazing affects any areas of undergrowth, rubble or bog making them one level less difficult (for example, heavy undergrowth is treated as light and light undergrowth is removed). This effect is permanent until reversed by outside forces such as plant growth or natural erosion but it is impossible to blaze the same trail over again (so you cannot walk over Heavy undergrowth twice to remove it completely). The trailblazing effect does not provide any protection against magically created growth or barriers such as entangle or wall of thorns and will not alter man-made terrain features. When traveling overland the wearer treats all Trackless terrain as though they were traveling along a trail. Since the trail is permanent any companions benefit from this as well so long as the wearer takes the lead.
Sponge Stone Maid
hopefuly better than last years!
frictionmachine wrote:
I like this as a weapon, not a wonderous item. Does it grapple after a successful attack or do you attack one round then grapple? I am confused by the wording. Is it a "free" grapple like a wolf's "free" trip attack?It's pretty inexpensive, too.
Cloak of the North Star
The first benefit of the cloak is that the wearer always knows the location of true north. As a swift action, the wearer can mentally picture one of the eight compass points, causing the cloak to animate and, through an undulating motion of leather, carry the wearer 5 feet in that direction. This movement does not provoke attacks of opportunity, ignores difficult terrain and works whether the wearer is standing, sitting or prone. This ability does not work if the wearer is grappled, but so long as the cloak itself isn’t restrained movement may be possible in other cases, subject to GM discretion. Additionally, an ally within 30' of the wearer can, as a standard action, speak one of the eight compass directions followed by the word "star", at which point the "ears" on the cloak perk up as if listening and then the cloak dutifully carries the wearer 5 feet in the indicated direction as if the wearer had activated the ability herself. In any event, the cloak can never move the wearer more than 5 feet in any round. Lastly, as a standard action, the wearer can gain the benefits of water walk. This effect lasts for a total of up to 10 minutes per day. This duration need not be continuous, but it must be used in 1 minute increments.
SMurphy wrote:
I think this would fall into several of the auto-reject categories, the one that comes to my mind is "makes adventuring safe." Also, one issue I have is this: what prevents a skilled thief from just stealing everything from the Janni?
Stubborn Nail
My submission this year was the Phantom Glove. Thanks in advance for the feedback! Glove, Phantom
The glove makes a combat maneuver check against the target using the wearer’s CMB with a +4 bonus. If successful, the glove begins to strangle the target, as the monster ability, except that the glove and target are not considered grappling. Removing the glove from the target is a standard action and requires a successful combat maneuver check against the wearer’s CMD. If the glove misses or becomes removed, it hovers in the target’s space and attacks again each round. It moves with the target even while not strangling, and continues attacking even if it moves beyond the initial 50-foot range limit. The glove does not provoke attacks of opportunity. The glove persists for five rounds or until destroyed, at which point it dissipates and reappears on the wearer’s hand. While activated, the glove has the defensive qualities of a spectral hand spell, except that it has 10 hit points which do not drain the wearer. While the phantom glove is strangling, weapon damage negated by its incorporeal quality is instead dealt to the strangled victim. Construction
Thank you in advance, judges, for all critiques. An excellent job once again all around. Apothecary’s Atomizer
A stopper on its back allows the user to fill its stomach with up to four identical potions (a full-round action which provokes attacks of opportunity and requires two hands). Once filled, the atomizer allows the user to dispense the potions inside on himself, others, or objects merely by spraying them. Spraying oneself or a single adjacent creature or object is a swift action – spraying more than one creature or object is a full-round action that provokes attacks of opportunity. The user may spray up to four such creatures or objects (each spray consuming one potion) in one round, though spraying an unwilling creature requires a ranged touch attack with a maximum range of 5 feet. Using the atomizer to dispense a potion requires only one hand. Alchemist infusions may also be dispensed with the atomizer, but extracts or mutagens cannot. Mixing potions or infusions of different spells ruins all of them, rendering them inert. Alternatively, instead of targeting individual creatures, the user may create a cloud of potion mist around himself. Doing so is a full-round action which provokes attacks of opportunity, consumes four potions or infusions, and creates a 10-foot radius sphere cloud. The cloud is not thick enough to obscure sight, and lasts for one round, though a moderate wind (11+ mph) disperses the cloud immediately, preventing it from granting any effects to those inside. The cloud affects all breathing creatures that remain inside for one full round as if the spray had targeted them directly. Construction
Cheapy wrote: I think the Gyst was meant partially for potions you find in the wild. You're still paying more for the effect than it is worth. Yes, sometimes circumstances mean that potion is the only one you have, but even so the benefit of the item is in itself very situational (the difference between 2 caster levels of a potion isn't very much). I don't think it's a bad concept, but the cost for this sort of thing is always going to be weird. I'd be tempted to make it a feat, or something an alchemist can learn to do, especially as the item already gives a mechanism for allowing someone to use an alchemy lab to improve the results (and yes, I'm aware that affects the cost calculation I did). (Technically, "upgrading" a potion is something you can do with the new-minus-old price rule for upgrading magic items, but spending a full day to do that would be lame, so if you made it a feat or discovery you'd want it to be faster.) Other judges pointed out: you didn't capitalize Craft Wondrous Item (it was in the template), caster level isn't normally part of the construction requirements unless you really mean the creature has to be CL 9th, doesn't list any spell requirements so that also lends itself to being an alchemical item rather than a wondrous item, construction doesn't explain what "trained in alchemy" means (1 rank? 9 ranks?), proper formatting is to say "creator has X ranks in Craft (alchemy)," and boosting a few more rounds or minutes out of a potion isn't that exciting.
Sean K Reynolds wrote:
Thanks, Sean. I took a little risk by splitting the difference between the highest possible result (if you make the skill roll) and the lowest. I figured that people paying the money to make this item would probably be capitalizing on the skill; it was somewhat aimed at alchemists. If I might ask, how would you price an item that has a "boost" type skill check attached to it, as this one does? Or rather, how would you have priced this and why?
My first submission to the contest. As I mentioned in a previous post, feel free to mangle it to death. I have a sneaking suspicion that I know at least 3 things that are wrong with it (perhaps even 4) but I would like to see your feedback! Thanks! Thieves' Guide
By touching the map and uttering the command phrase "guide me", the spider animates (use the statistics for a Tiny animated object with the Additional Movement (climb) and Faster special abilities, however it cannot attack in any way) and guides you towards that spot by taking the shortest, most direct physical route towards it while remaining within 15 feet of you. If the area cannot be accessed, the spider guides you as close to the destination as it can and then becomes inert if you cannot find a way to open the path within 10 minutes. The destination may be changed at any time by touching a new area on the map and uttering the command phrase once more. The thieves' guide can remain animate for one continuous period of 120 minutes per 24 hours when used in this way.
I'd like to thank the judges in advance for any feedback and constructive criticism that can be offered regarding my submission. Knowing where the submission erred and what tier it may have ended up in will definitely be taken seriously in preparing for next year's competition. I have my suspicions why it didn't make the cut, but I will leave the critique to the experts. I believe this is my submission as it was entered: Assassin Eye Aura moderate divination and evocation; CL 7th
Description
Once activated the possessor can propel the Assassin Eye up to 10 feet per round (100 feet per minute) along any smooth surface, to a maximum distance of 340 feet in any direction. While it is moving, the possessor can view the Assassin Eye’s surroundings as if using the Arcane Eye spell. Once detonated, an Assassin Eye explodes as a fireball spell (Reflex DC 14 half). An Assassin Eye can travel outside the possessor’s line of sight and pass through openings up to 1 inch in diameter, but cannot pass through solid barriers or enter another plane of existence. An Assassin Eye is neither invisible nor silent. Creatures can detect an Assassin Eye with a successful Perception check (DC 25). If an Assassin Eye detonates on the same round in which it is detected, the round in which it is detonates is always treated as a surprise round. To use an Assassin Eye the possessor must concentrate and can take no other actions while using it. An Assassin Eye will remain active indefinitely while the possessor continues to concentrate. If the possessor ceases to concentrate, the Assassin Eye will become inert until retrieved and activated again. An Assassin Eye always detonates automatically the third time it becomes inert. Construction Requirements Craft Wondrous Item, Arcane Eye, Fireball; Cost 2,400 gp
I felt really good about this one. It would be great to know where I went wrong. Thanks much! Pharasmian Tomb Stone
Evil Lincoln wrote: If I might ask, how would you price an item that has a "boost" type skill check attached to it, as this one does? Or rather, how would you have priced this and why? Honestly? I normally say, "That's really hard to price accurately, because at lower levels you're likely to fail, get the worse version, therefore should price it low, but that means the higher-level guy who always succeeds can get the item for cheaper than it should be. And if you price it for higher levels where you're always going to succeed and get the better version, that means it costs too much for the lower-level guys... and they're the ones who get the most benefit from potions, because potions are low-level items (spell level cap of 3). So it's probably best to remove that aspect of the item so you don't have to deal with it." We got a lot of items this year (like every year) where there's some variable effect determined by a skill roll, or the item's uses per day are determined by the user's level or ability score. That means the item is more effective in the hands of higher level/more powerful characters, and that makes it hard to price. Avoid doing that sort of thing, because it's a minefield.
Thank you sirs, may I have another? Shackles of the Merciful Confessor
At any time, the binder (the individual who placed the shackles on the creature) may ask questions of the wearer. If the creature understands and is able to answer, it must do so truthfully, unless it resists by succeeding on a DC 13 Will save for each question asked. Success means the wearer may avoid answering that question entirely or may answer evasively as long as it remains within the boundaries of the truth, but it is also sickened for 2d4 rounds. Once the wearer resists a question, repeated inquiries demanding identical information do not require additional saves. However, a question altered to ask for a slightly different answer does require a new save to resist. This is a mind-affecting compulsion enchantment. The temporary hit points and delay pain effect remain only as long as the shackles are worn on both wrists. On their removal, the creature reverts to the hit point total it had immediately prior to being bound (disregarding any healing received in the interim). If the wearer was dying prior to being bound, it remains staggered while wearing the shackles.
(FWIW that's my last locally saved draft. I may have tweaked some wording once I was actually finalizing my entry...)
Thanks for the feedback. FIREBIRD JESSES
It takes one minute to secure the jesses to the ankles of any small or tiny creature with a talon or claw attack and a listed fly speed; afterward the jesses can be activated by the wearer of the glove four times per day from up to 60 ft. away. Activating the jesses as a move action that does not provoke attacks of opportunity causes the creature wearing them to burst into flame. The flames do not harm or alarm the creature, but until the beginning of your next turn they gain the benefits of the Spring Attack feat and their attacks do an additional 1d4 fire damage. Alternatively, activating the jesses as a standard action provoking attacks of opportunity you can concentrate on the creature and cause it to take the form of a small fire elemental. Then, till the beginning of your next turn, the creature gains the benefits of the Spring Attack feat, plus it is affected as if by the spell elemental body I.
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