9 Blazing Months


RPG Superstar™ General Discussion

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REWRITE

Corvid’s Caravan
Aura moderate transmutation; CL 5th
Slot none; Price 10,000 gp; Weight 1 lb.
Description
A simple rectangular box, its sides the size of a buckler, stands on four wooden wheels. The front of the box has a series of rope and leather straps that fit onto any tiny or diminutive magical beast. Despite the name, any tiny creature may be harnessed to the caravan. Once attached, the box’s interior grows into a light wagon while its outside dimensions remain unchanged. The corvid caravan remains active for 5 hours each day. The contents are unceremoniously dumped out at the end of the duration or when the creature is unharnessed.
Attaching the harness is a full round action, though a magical beast may shrug itself into the harness in three minutes. The creature can pull the caravan as a light wagon, except the creature may use climb, fly, swim movements. When attached the box’s interior becomes large enough for eight medium creatures. Entering the caravan requires a touch attack against the beast’s AC as a standard action. Once inside, a person sharing an empathic bond with the harnessed beast may concentrate to share senses and can communicate with it as normal. He may also cast any transmutation spell that creates an extra-dimensional space (such as rope trick), to increase the caravan’s duration one hour per spell level. Other characters inside the caravan have no awareness of, and may not affect, the outside world. Exiting the caravan before the duration ends is a move action.
Construction
Requirements Craft Wondrous Item, rope trick Cost 5,000 gp

I usually spoiler these for length, but since spoiler's do not repeat in the reply I skipped it this time. Thoughts on spoilering?

As to the name, it largly came from an image of traveling minstrels in Laini Taylor's Darkbringer. I kept it for alliteration, though I am sure y'all will have something better :)

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Well, a quick note: you call it "Corvid's Caravan" in the name, but "The corvid caravan" in the body of the text.

In the first sentance you should say "its sides the size of sais", because that totally flows better. Alternately, you could just rephrase it because it's already a little awkward of a read.

You should say "straps that can fit...", because otherwise it implies that it already does, without adjustment, regardless of the creature.

You also start describing what it does while it's active, then go into duration, then how to attach it, and then what happens while it's active again, and finally ways to affect the duration. It should probably be: how to attach, then all the effects of activating it, then the duration and how to extend it.

Finally, I know I couldn't easily squeeze through a hole the size of a buckler, which you've implied is the size of the caravan. Let alone if I had 18 strength and was wearing heavy armor. You might want to work on explaining how that works.

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RonarsCorruption wrote:
Finally, I know I couldn't easily squeeze through a hole the size of a buckler, which you've implied is the size of the caravan. Let alone if I had 18 strength and was wearing heavy armor. You might want to work on explaining how that works.

I have the feeling if you touch it, you are transported inside but isn't clear. Just hope an ooze never touches it.

Only thing I have to add it the weight does not match the size of the caravan.

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Curaigh wrote:


Corvid’s Caravan
... I kept it for alliteration, though I...

Must resist.

Must...

Failed.

Ok, I simply have to do this, it cannot be resisted... we all know of Ever-so Clever Trevor I should think... Google it if you don't, but don't blame me if you are singing it for weeks n weeks.

The new name is....

Time Travelling Trevor's Trundeling Tardis

I feel so dirty right now - grin.

As a more serious suggestion - I looked up alternate words for caravan and draft horse and the like, finding two words that you might like together...

Mustering Capsule

God I'm awful with names :D

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Mustering makes me feel like it's musty, which isn't something I want to climb inside. Corvid kinda works, but... It's not one of those words people know very well. Perhaps Crow's Caravan?

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RonarsCorruption wrote:
Mustering makes me feel like it's musty, which isn't something I want to climb inside. Corvid kinda works, but... It's not one of those words people know very well. Perhaps Crow's Caravan?

Crow is not the most common familiar, but it is close and like I said the inspiration came from a traveling troop (murder?) of corvid (not just crow) entertainers. This is aimed at familiars how about...

Familiar's Ferry?
Ruby Caravan of the Familiar?
Bonded Caravan?
Caravan of Conveyance?
Arcane Bond(ed) Caravanvil?
Last Caravan of the Autumn Corvids?
Spell-ferry Caravans?
Caravan of Night with no Crows?
Corvid-ing Gauntlets?

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What chapter? 1d3 ⇒ 3 chapter three
Which race? (of 7)? 1d8 ⇒ 6
which race? (of 16-reroll 17+)? 2d20 ⇒ (1, 13) = 14
Which race? (of 14 [where 15=1st]2d8 ⇒ (4, 6) = 10 sitsune
I went to my new book for this item. Tried to see what I could make of a random spell and playing with the new book.

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Curaigh, just FYI, one of the awesomest things about the dice roller is you don't have to do rerolls. You can, if you want, go like this: 1d17 ⇒ 15

Looking at the Corvid's Caravan (and sorry all for being a bit absent of late)...

I'm not a fan of the name. I don't think most people are going to know what a corvid is. I assumed it was someone's name. Granted, I'm a believer in gaming adding to one's vocabulary, but that might be a bit too esoteric at this point.

I like the concept of the caravan, though I think you've got some wording issues.

Quote:
The front of the box has a series of rope and leather straps that fit onto any tiny or diminutive magical beast. Despite the name, any tiny creature may be harnessed to the caravan.

Will it only fit tiny or diminutive magical beasts? That's a game term, but then you say any tiny creature can be harnessed. That leads me to think animals can (which makes sense), but also oozes (which makes less sense). Considering the new plant companions in ARG, what about plants?

Quote:
Once attached, the box’s interior grows into a light wagon while its outside dimensions remain unchanged.

You could read "Once attached" here as referring to the box's interior, not the box itself, thopugh maybe that's me growing picky.

Quote:
The corvid caravan remains active for 5 hours each day. The contents are unceremoniously dumped out at the end of the duration or when the creature is unharnessed.

Again, I feel like you're being a little imprecise in your wording here. Is it five hour chunks? It stops when the creature is unharnessed, but if that happens after only one hour, could I use it again for four hours later on?

Quote:
except the creature may use climb, fly, swim movements.

I'd probably say "or" between fly and swim, since it sounds a little stilted otherwise.

Quote:
When attached the box’s interior becomes large enough for eight medium creatures.

Same problem as above (and you need a comma after attached).

Quote:
He may also cast any transmutation spell that creates an extra-dimensional space (such as rope trick), to increase the caravan’s duration one hour per spell level.

Really like this idea a lot. Very nice mechanic.

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Thanks Jacob,

This one is quick, dirty and probably full of real holes, but today is my deadline and it is only a first draft.

Badge of Janni Flame, minor
Aura faint evocation; CL 4th
Slot none; Price 2,500 gp; Weight --
Description
A small silver circle, etched with tangles of flame matches a pin with a deep red garnet set into its head. When attached to a cloak of resistance the garnet glows with an inner fire. Whenever the wearer rolls a successful saving throw against an effect that deals fire damage, he may choose to instead fail the save. If he does so he loses any bonuses from the cloak of resistance but gains a flaming ability. The flaming quality can be added to one of his melee or ranged attacks as he chooses, and once chosen it cannot be changed for the duration. The quality lasts for one round per the cloak’s bonus (max 2 rounds). The flaming quality deals an extra 1d6 fire damage for each bonus of the cloak (max of 2d6). The badge functions once a day.
Construction
Requirements Craft Wondrous Item, imbue with elemental might, creator must be a sulis; Cost 1,250 gp

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Oh, badge. When I first read it, I was thinking your item's name was bridge and I was all sorts of confused.

Anyways, I really like the idea of a meta-magic item that augments the way an existing item works. That said, there are way too many restrictions to really make this usable. Once per day, for 1 or 2 rounds, after being hit by a fire attack, you can gain +1d6 or +2d6 fire damage. And you have to take the full fire damage to make use of it.

Assuming you keep the 'bonus matches the plus of the cloak' thing (which is good, but feels weird without the other plusses being covered), you need to remove at least one of: take full fire damage, and 'when you get hit by fire'.

Why? Because most of the time if you're taking fire damage, you're fighting things with fire resistance (or immunity). Red Dragons, fire elementals, thoqqua, efreeti. It'll be nice as a bonus from being hit by, say, a fireball, but... that's not really worth the price tag at that point.

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I agree with Ronars. The metamagic item augmenting another item is cool.

I suppose doing the minor badge makes it lower cost -- and explains the restriction to +2 -- but I'd probably just have it scale with the + of the cloak (which is another nice mechanic). Especially when it's just one or two rounds, it reads oddly to say it cannot be changed for the duration, which feels like it makes sense for if you had something for five rounds.

I don't mind as much the having to get hit with fire; that makes sense to me. I'm a little less sure about having to take the damage -- I think Ronars raises a good point in some of his concerns there -- but I also think it's also a little odd that you have to make the save to choose to fail the save. Maybe a better mechanic might be to choose to forego the cloak's bonus before you make the save (though then I don't think there'll be a rogue alive who won't take this item)? Or simply let the character fail the save -- though then I could see someone setting up something where you've got a rogue with fire resistance 5 taking some minor fire attack (which won't hurt him at all thanks to evasion and the resistance) and getting flaming quality.

Also, do you add a flaming quality to a melee or ranged attack or to a weapon? I feel like it should be the latter.

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Well, I only say that the scaling plus feels weird because we're only presented with two potential plusses worth of items. I think that unless you want to price it for the +5 version and have it auto-scale-down, having multiple versions is the right way to go with an item like this.

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that was my thinking, and scaling items has been called out in 'difficult to price'. I will try the 'greater' version in the rewrite. Thanks for the other really good advice as well.

Need someone else to post something too, been a while :)

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Curaigh wrote:
Need someone else to post something too, been a while :)

I'll be back in here soon, almost finished my last item for the Wayfinder submission :) and then I'm going to have a go at an NPC or an Organisation with November put aside for some encounter type work :P

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And to really make your day...

Overheard in the Office today...

"16 weeks to Christmas!"

My brain went, "Argh, 13 weeks to Superstar!"

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13 weeks, that's it? Oh no, I don't have my item yet! ;)

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Ooh, I'm excited. I love Superstar. I think I do actually have my item, though I'm sure I'll keep thinking of some others. Right now focusing on trying to get some Wayfinder things finished.

Hargoyle, how about the bead braids?

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lol :)

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Very few entries so the editors have extended the Pathfinder Chronicler deadline. I dinnae know if any of you write fiction as well as design, but I thought I would drum up some potential writers just in case :)

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OK, since it's been a couple weeks since we've had a new item, here's one I just threw together.

This is actually the first item I ever thought of when I first learned about the Superstar competition, in December 2010. I liked the idea even then (though I think it probably doesn't have enough mojo and you could argue it makes adventuring too easy -- send the rogue ahead with the crown and you know everything that's happening to her; at the same time, I think it solves some meta problems of exactly that situation that sometimes arise at my table) but really struggled for a long time coming up with a name.

I finally realized this one works well -- going with the double-headed motif -- though part of me feels like it now needs some more ettin/giant-related abilities to really live up to the name. I think it would be very easy to make it an SAK but didn't want to detract from my main ability.

Ettin Crown [180 words]
Aura strong divination; CL 7th
Slot head; Price 56,000 gp; Weight 2 lbs.
Description
A pair of carved ettin heads adorns opposite sides of this two-inch-wide beaten gold band. The eyelids open when the crown is worn, revealing small ruby chips that glow faintly. A barely visible seam runs the length of the crown, which can be pulled apart into two golden bands, each with an ettin head, as a standard action.

When split, the crown forms a telepathic bond between its two wearers and allows either to see and hear what the other is experiencing. The bond allows either user to assist the other on any skill check. By leaving his eyes open, a wearer can still see his own surroundings while looking through the other wearer’s eyes, but the double vision is extremely disorienting and causes the user to be nauseated for as long as it persists.

If worn while in one piece, the crown grants its user low-light and all-around vision.
Construction
Requirements Craft Wondrous Item, alter self, share senses, telepathic bond; Cost 28,000 gp

Construction notes: As actually seems to happen with a lot of my items, the price is WAY less than it should be per the construction rules, though it's easily my most expensive item to date. Still, I feel like it's about the cost I'd consider paying for it. Also, I'm not sure I like alter self to allow the low-light and all-around vision. Unfortunately, keen senses, which would probably work best, isn't a sorcerer/wizard spell, like the others. Still, I thought using alter self was better than nothing.

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I rather like the imagery of Ettin Crown... but this bit nagged at me for a while...

" The bond allows either user to assist the other on any skill check. "

It has suddenly occurred that you might want to restrict this to skill checks that can be assisted telepathically or mentally (i.e. if one of the wearers has telepathic type abilities, then they may be able to assist with say a jump check or a strength based check by use of some sort of levitation telepathic power).

If both wearers are your standard non telepathic heroes, you might want to say only INT and WIS based checks could be assisted (B helps A with a knowledge type check for example)

As a secondary power, you could link spell casters of same type - i.e. if two wizards were linked, they can cast spells that either has learnt, if two sorcerer types, then they share a pooled spell slot resource.

If going this route, you might want to include a reference or consideration for miscasting spells beyond your normal level (level 1 wizard linked to level 5 wizard tries that fireball - with amusing results :P)

The kernel of the idea is very nice, I look forward to seeing where you end up chasing this one too :D

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My original idea was just Int/Wis-based skills, but I figured Person B could point out where Person A should put his hands for climb checks, etc. However, there are definitely some that would feel odd, as you point out, such as jump. Perhaps I should go back to my first thought. (Was also thinking Cha-based skills, as Person B could basically play Cyrano de Bergerac for Person A.)

Whoops, I definitely had thought about casting spells and then forgotten them. I liked the idea of allowing Person B to cast spells through Person A but was trying to figure out some issues I was having. It doesn't seem to me like they should be able to cast, say, magic missile -- since those need to travel from the caster to the target -- but something else that might require line of sight or could be cast through a scrying sensor could work.

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Jacob W. Michaels wrote:


Ettin Crown [180 words]

I would call it Ettin Crown(s) though that is mostly for a laugh. :)

*this sentence runs long: A barely visible seam.... Not quite a run-on, but I would still break it into two sentences. Maybe after crown?
** telepathic bond is pretty powerful, until you limit it to two people. A helm of telepathy is half this in cost. Of course it is limited to 60 feet, so if this has no range limits maybe this price is OK. On the other hand, a +2 to skills and potential nausea is not worth 56K gp imho. Even if you add the all around vision.

Casting spells through another person will REALLY mess with action economy, so if you go that route it will take a bit of work. I also dinnae think spells are very ettin-ish so would ignore it (or make it the focus and change the name). (you'll see the ettin's influence in the bifurcating belt :)

Other ideas which might be more ettin-ish? Superior two weapon fighting, maybe not that far, but a bonus during 2WF, or 1/day? 'Racial' bonus to perception? giant strength? Ability to take 10 even when distracted (technically: able to be concentrate on two things at once)? Maybe either user can use the other's int/wis/cha bonus instead of their own? I like the int/wis/cha skill bonus limit, but I also think any skills can be shared. While it is odd that a jump might be aided by telepathy, skill points (ranks specifically) are themselves int based. Think of it as Bolt working up the crowd, or a coach fine-tuning an athlete's technique. In fact it makes sense with the game mechanics as natural talent (str for jump) is static, and ranks can improve by level.

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Yeah, I was definitely trying to figure out the pricing. I ended up comparing it to a crystal ball but maybe helm of telepathy would make more sense. You are getting two fourth-level spells, so I felt like I couldn't make it too cheap either, though.

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On the spell bit, if you go that way, my suggestion was that it only allows like for like spell caster linkage, priest to priest, wizard to wizard, druid to druid etc...

It shouldn't mess too much with action economy in that you are using your own action to cast a spell effectively from either your own memory/spell slots or the linked memory/ spell slots which you are able to cast.

Think of it as carrying spell scrolls in that sense for comparison to action economy and how the spells would be cast.

You would still be bound by your class limitations, level, etc., but may have a wider choice to choose from or a few "spare" spell slots available from your linked partner that you can expend rather than say "spells all done, time for my quarterstaff bashing" - on the flip side, you would be exhausting your fellow linked casters slots, so he/she may say the same sooner than usual.

The number of spells in the encounter isn't changed, the effectiveness of borrowed spells may change with the caster of the spell, there would be no extra action spend to cast the spells, so this method kind of bends the rules a little without overtly smashing them to bits.

The only meta-gaming risk is two wizards (or other types) choosing to learn all different spells, but you could reduce this by saying you must have at least your level in spells known the same as the linked caster or something along those lines. i.e. 1 st level wizard must know at least one spell the same as the partnered wizard, a 2nd level wizard must know 2 spells the same as the partnered wizard.

This also provides an in-built limitation to the level difference between partnered casters, e.g. a 6th level (or more) caster is unlikely to partner a 1st level caster as the 1st level caster may not know 6 1st level spells, so the 6th level caster can't know the minimum of 6 spells the same as the 1st level caster does.

You don't count orisons as part of this limit.

Hope that makes sense.

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Hi fellas,

Wow, you've been busy! I'll have a look through some of the ideas and give my thoughts at some point soon. In the meantime, here's the original version of my Elixir. The concept is the same but the flavour and effects are different. This was almost submitted last time. I'll post some non-wordcasting items next time, but this one was sitting on my hard drive done and formatted.

Ampulla of Veiled Influence

Aura moderate enchantment and illusion; CL 13th
Slot - ; Price 35,000 gp; Weight 4 lbs

DESCRIPTION

Moist to the touch and smelling of stagnant water, this heavy stone vessel resembles a stylised sculpture of an aboleth, its three eyes staring impassively from the base and its tail curving upwards to form the water chamber. Its inside is coated with a layer of slime that cannot be removed or washed away. Once per day, the ampulla can transmute one pint of water to thick mucus. This mucus can be swallowed by one living creature. The drinker gains water breathing for the next 10 minutes as the mucus dissolves into their system. During this period of absorption the creature’s skin bubbles with raised, bruise-like blotches that coalesce into aboleth glyphs of illusion and enslavement. These words of power can become part of any wordspell for the next six hours, at which point the glyphs fade.

The drinker may use the echo and simple order effect words three times per day as a spell like ability, with the burst or selected target words. If the creature is already a wordcaster they may also add the echo and simple order effect words to their list of words known.

For the next six hours the drinker can combine any illusion and command effect words in a single wordspell, storing the command within the illusion. The illusion takes effect as normal but, as a swift action at any point in the duration, the caster may trigger the command word to emanate from the illusion. Any command contradicts the logic of the illusion grants a saving throw to disbelieve. This save does not protect against the command word.

CONSTRUCTION
Requirements Craft Wondrous Item, project image, dominate person; Cost 17,500 gp

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Daniel Rust wrote:

Hi fellas,

Ampulla of Veiled Influence...

Welcome back Daniel,

*Description, not DESCRIPTION
**I am missing the image, but only because the tail is the water chamber. The tail is more narrow than the body, but I CAN see the three eyes in its base.
***I cannae comment on the mechanics to word spells (yet), but what do water breathing, illusions and charm have in common? Aboleths OK... still seems a stretch. Water breathing, free action echo AND combining two spells.

If I knew the word mechanics better it might seem less SAK. I do like tagging a command spell to an illusion.

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Curaigh wrote:
Daniel Rust wrote:

Hi fellas,

Ampulla of Veiled Influence...

Welcome back Daniel,

*Description, not DESCRIPTION

Template Fu wakes up early from his hibernation, zooms in on a quick snack left for him by the ever so friendly Curaigh & Daniel...

"Ditto for Construction" - munches happily on another virtual point.

Don't forget to keep up with the free errata PDFs - that slot should be "none;".

"Ohhhh! Afters!!" he exclaims - Guess what you didn't do with your spell list? yeah, you didn't sort them alphabetically.

And for pure evilness, it looks like the comma is also italicized, only the spell names should be and not the punctuation. (I could be wrong, what with my old man eyesight, but it looks like it is on my laptop screen and is probably worth pointing out for the lurkers anyways. Apologies in advance if I am wrong).

Cracks fingers - oh yeah, the fu is renewed - 12 weeks to go (or thereabouts) - no pressure now Paizo :P grin.

RPG Superstar 2012 Top 8

I remember this game, but now I can respond immediately! ;)

It's the first time I've properly formatted a stat block on the boards since March and I'd forgotten how laborious it was. I'd gotten pretty good at it by mid-Feb but it's all gone now. Practice, practice, practice must give you an advantage in this game.

The capitalisation on description/construction is down to the typeface in the books, right? I remember. I thought about and checked the order of the spells and somehow still got it wrong.

However, the comma is not italicised. I wasn't going to fall for that trick!

I can't wait to see how you guys go this year. With the amount of work you've done, I feel sure one of the regulars on here will get through this year.

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My thoughts on the Ampulla of Veiled Influence...

Well, my first thought was: cool seeming item. I like the flavor.

And then it got into word magic, and I'm like "wasn't this almost exactly one of last year's superstar items?" and I was like, "yeah, the Elixir of Resurgent Flame"

The moral of this post? It doesn't matter how cool an item or idea is, if it's too close to something else that has been put forward, it immediately goes from innovative to knockoff. Homework is extremely important.

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Ronars, this is the original version of Daniel's Elixer.

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Good point RC. However, that Elixir was mine and I remember you speaking very kindly of it before. Think of the Ampulla as a first draft of the idea. Before I'd tidied up, as Curaigh and Anthony pointed out.

It's interesting though. Quite a few new rules were developed by items last year - wordspells, haunts, spellblights... Are they easier or harder topics to delve into now? I know I'd avoid them. Performance Combat would be my choice. Come up with something innovative around that and you'll be a step ahead.

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Daniel Rust wrote:
It's interesting though. Quite a few new rules were developed by items last year - wordspells, haunts, spellblights... Are they easier or harder topics to delve into now? I know I'd avoid them. Performance Combat would be my choice. Come up with something innovative around that and you'll be a step ahead.

I think their is still potential in all of them unless the UE has multiple items for each of these categories. Also ARG and UE will provide new rules for a potential designer to play with. I dinnae have the UE yet, but I plan to before the contest opens. :)

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I'd probably be more careful about haunts at this point, as I think there have been three related items chosen (though if you can come up with a good one...). On the other hand, I think wordspells and spellblights could still be fruitful area. Performance combat is probably a good area to look at, as well (and I also want to look through UE, which I've not yet gotten to do).

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I will admit after these last posts, I have started to think "What will I do this year?" - but I won't be saying for obvious reasons...

Then I look at my vehicle item in this thread and kick myself - lol - my best item thus far is in a practice thread >.< - ah well, was bound to happen in a practice thread :)

Some other areas you might want to consider as fertile ground / less trodden paths are:

Distant Worlds - bound to be something in there to inspire and I haven't seen a great deal of expansion on this material.

It may also be worth looking through the Adventure Path that's just started - Shattered Star - this would mean being fairly current with the releases as this arc will likely still be running during the competition.

Another hot to trot area - revisiting "Rise of the Runelords" - there's a lot of buzz because of the Collector's Edition, and so could make for an eye-catching choice.

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Ah, this is what I get for skimming, eh? I didn't even notice.

The obvious 'new rules' to play around this year would be racial traits. There are a bunch of items in the book that play with them, but nothing in there that really blows my socks off in terms of items that do cool stuff.

There's also probably the potential for meta-magic equipment. One was brought up here already, and I know I had at least one in my thoughts, but will they be awesome? It's hard to say!

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Anthony Adam wrote:
Then I look at my vehicle item in this thread and kick myself - lol - my best item thus far is in a practice thread >.< - ah well, was bound to happen in a practice thread :)

Of course you BEST item is in the practice thread! But then again so is your WORST item. The cool part is that with practice, you see more of the former and less of the latter. :)

RonarsCorruption wrote:
There's also probably the potential for meta-magic equipment. One was brought up here already, and I know I had at least one in my thoughts, but will they be awesome? It's hard to say!

Is meta-magic item something new in UE?

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Seven down 2 to go. Getting bored yet?

Bark Fury Bow
Aura moderate transmutation; CL 10th
Slot none; Price 50,000 gp; Weight 6 lbs.
Description

Nearly eight feet in length and three inches around this bow resembles a log with thorny bark. The +3 longbow bends with the creaking of large timbers of its own accord when raised into firing position. This bending gives the wielder a +4 size bonus to their strength for purposes of the bow. It functions as a large composite long bow (+8) except that the bending effect allows a creature to wield it as if they were one size larger. Arrows fired from the bow are treated as large ammunition.

The wielder can fire an arrow from the bark fury bow that explodes into barbed thorns when it hits. These thorns grow from the target toward the shooter for a length of 30 feet. The target is denied its dexterity bonus and may not move except in the direction of the thorns. The target takes 1d6 slashing damage for every five feet of movement. The bow also grows long thorns dealing 1d6 damage to the wielder and cannot be used or dropped until the thorns disappear. The thorns last for ten rounds.
Construction
Requirements Craft Magic Arms and Armor, wall of thorns, wind blade Cost 25,000 gp

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Curaigh wrote:
Seven down 2 to go. Getting bored yet?

Ummm, nope :P

Bark Fury Bow

The first thing I spotted was in the Requirements - my eyes drawn to ...

no Craft Wondrous Item feat...

Not surprising after that initial double take, which was when I realized you are having a try at other types of items? In this case a weapon.

For the lurkers out there - it's most likely round 1 will be wondrous items as previous years, so if it continues, be very careful when sprucing up the mundane weapons - it's a very tricky and dangerous thing to try.

Formatting is good as usual, so I won't expect any of you in here to have formatting errors in your entries - no pressure now :P

My only real initial concern is the 30' vines - what happens when the bow is fired Point Blank Shot style? (You just know a player will try that).

That's about all I can come up with at 2am, so I think I'll sleep on this one a bit more and see if anything else surfaces...

Night all. Sleep tight.

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I see a few problems with the text in Corvid's Caravan. Is the caravan watertight? Since it has no doors to enter, can we assume that the occupants have no risk of falling out while the caravan is moving vertically?

Here is my suggestion:

A simple rectangular box, its sides the size of a buckler, stands on four wooden wheels. The front of the box has a series of rope and leather straps that fit onto most Tiny or Diminutive creatures. Attaching the harness is a full round action, though an intelligent creature may shrug itself into the harness in three minutes. A harnessed creature can then pull the caravan at its full land speed or it may use its climb, fly, and swim movements.

Once the harness is attached to a creature, the box’s interior grows into a the size of a light wagon while its outside dimensions remain unchanged. It holds eight medium creatures comfortably. The corvid’s caravan remains active for 5 hours each day. The contents are unceremoniously dumped out at the end of the duration or when the creature is unharnessed....

Debby

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Hey Curaigh, as usual, I think I tend to look more at the writing than the mechanics. Unfortunately, the bow kid of threw me in a few places.

Quote:
Nearly eight feet in length and three inches around this bow resembles a log with thorny bark.

First of all, you need a comma after around. Otherwise I read it as something being three inches around the bow. I'm also not sure resembles is the right word -- I like the image that appears to be an uncarved bow, but I kind of have to think about the description to get there. Not sure if that makes sense.

Quote:
The +3 longbow bends with the creaking of large timbers of its own accord when raised into firing position.

Again, here, I think your verbiage is a bit off (also, I think +3 should be italicized, no?). I think you may have just reverse the order. "The +3 longbow creaks with the sound of large timbers as it bends of its own accord when raised into firing position." I think my first read was confused because I didn't realize the "of its own accord" was referring back to "bends."

Quote:
This bending gives the wielder a +4 size bonus to their strength for purposes of the bow. It functions as a large composite long bow (+8) except that the bending effect allows a creature to wield it as if they were one size larger.

Here, I'm not sure this is the most clear way of saying this. I think I might say it functions as a large composite longbow (one word, as you did earlier) in the first sentence (or perhaps even worked into the previous graf). Then in the second sentence Say it gives the wielder a +4 size bonus (Strength should be capped!) and allows the user to wield it as if he were one size larger.

As for the last graf, I think Anthony raised a valid concern about firing within 30 feet. I'm also not sure an arrow that basically does an additional 6d6 damage might not be too much. Regardless of that concern, you need to add some stats for the vines, since I think my first inclination would be to hack them off right in front of me so I take at most 1d6 from the first five feet.

I think the last sentence, though, makes this a nearly useless item. Why would I accept being able to fire one arrow if I then can't use or drop the bow for 10 rounds? It just makes it useless unless there's some way to get around that effect. Now to mention, what happens if the user has multiple attacks? Does he only get to fire one arrow before the thorns render the bow unusable or does he get his full attack?

I like the idea of the massive bow, and even some sort of thorns/vines, but I think the mechanics make this something I would simply sell immediately if I ever found it in a treasure horde.

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Welcome Debby! & thanks for the read. I will have to go back and look at what my original said, it has been a while. :)

Jacob W. Michaels wrote:
large composite longbow (one word, as you did earlier)

Curse you spell check! I knew better.

Sorry all, you got a very rough draft. :)

Speaking of rough drafts... [insert your item here]

Daniel Rust wrote:
Practice, practice, practice must give you an advantage in this game.

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Now, the idea of really big weapons has always been fun to play around with - but I will say that this bow is probably three feet taller than the average character, and many times dungeon ceilings are small enough to make tall characters crouch. By calling attention to it being eight feet long, you make people question their suspension of disbelief in the game world. It's not that bad, really, since a large longbow is a Medium-sized object, but you could have achieved the same effect through magic without referencing just how big this weapon actually is.

Also, as others above have commented:
- every other contest has started with designing a wondrous item, not a weapon.
- at the level you could afford this, taking 1d6 damage after firing this bow a single time makes it entirely undesirable.

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Sorry guys, it's just hit me.

An EIGHT foot bow!

Now I'm 6' tall, my shoulder therefore is around the 5' from the floor mark - which means you should really be a PC of around a minimum of 5' high or you are going to have trouble wielding this sucker.

The arc of the draw on such a long bow is probably more than my arms could manage to fire it.

Although it's a magical system we play in, sometimes you can get close to the edge on sizes and this is a bit uncomfortably close for me. You might want to consider some size restriction on the wielder.

With a bit more research on the web (plus those wikipedia grains of salt of course), long bows tended to be around the same height as the wielder in days of yore. The PRD bears this out by stating that a 2 handed weapon in general is the same size as the wielder.

I would also be tempted to change the words "bend" to "flex" - a flexing bow sounds better and also has synergy with strength type bonuses and therefore might be a better word fit.

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Anthony, I think he dealt with most of those concerns. Said the item draws itself and treats the user as one size larger (so a small character probably still couldn't use it, but a medium one would be able to).

That said, you did make me think about the weight a bit more. I'm wondering if six pounds is too light -- an eight-foot long, 3-inch wide staff seems like it should probably be more than six pounds. Also, does it fire normal arrows? It says they're treated as large amunition (which is a neat area to play around with, though probably would be difficult to do so without straying from wondrous item requirement) but is that because of the magic of the bow or do they need to be extra-large arrows to start with?

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Yeah, I wondered about the weight, but that's like 3 bags of sugar in the UK being held out at arms length, if you go much heavier, that could be a potential issue to.

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It's been far too long since I've posted an item in this thread, so I figured I should probably do that.

This is an item I made for one of my players to deal with his character being a Wilder, who has a passable chance of getting dazed or staggered every few rounds in combat.

It's a little simple, but it gets enough use that other PCs commissioned one to be made for them. I want to hear what you think!

Stalwart Coat
Aura faint psychometabolism; CL 1st
Slot chest; Price 6,000gp; Weight 4 lbs.
Description
Thick straps of leather run widthwise across the long, midnight blue coat, inside and out. Not only is it a durable piece of clothing, but once per day the wearer of a stalwart coat is able to shrug off being dazed, instead becoming staggered for the duration, instead. Alternately, the wearer could instead reduce the duration of an effect that would normally leave them staggered by one round, potentially ending it immediately.
Construction
Requirements Craft Wondrous Item, fortify; Cost 3,000gp

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Hi Ronars,

A quick question for you - that Aura - I just tried searching the PRD for "psychometabolism" and found nothing - is it a valid aura?

What book is it from as it's not one I have come across before and I'm really curious - dead cat alert.

Cheers in advance

p.s. Nice template use - I think if there's to be any issue in that area, it will be that strange aura if anything.

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I'm assuming it has to do with psionics. Template-wise, you need a space between the numerical price and gp.

You've got some odd phrasing -- "Not only is it a durable piece of clothing" is kind of hanging their as a modifier. You should have what it affects (i.e. the coat) immediately following the comma. So: Not only is it a durable piece of clothing, but a stalwart coat can let the wearer shrug off being dazed once per day, instead becoming staggered for the duration, instead.

I think it also reads a bit odd to say the wearer COULD instead... I'd probably want to check, but think I'd use the wearer CAN instead...

I'm not familiar with psionics, but I'd be pretty concerned about that last sentence. I don't know what percentage of effects that leave someone staggered last only one round and could thus be negated completely by this item. If it's too many, I think it could be broken. It definitely seems very specific campaign oriented, but that's probably because I don't use psionics.

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Oh, that's right, it's a psionic item. Assume where I say "psychometabolism" I mean "transmutation", and where I say "resistance" I mean "remove paralysis". Which I suppose also changes the CL to 3.

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