Official Critique My Item Thread


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Designer , Marathon Voter Season 6, Star Voter Season 7

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Hey everyone. This thread is locked for now to continue focus on the Top 32, but eventually, this will be the place where you should post your item if you'd like to see the judge critiques (if any) and receive critiques from others. To keep from filling up the subforum's display with threads, we'd prefer if non-judges who want to critique items also use this official thread.

This thread will unlock at 2pm PST.

EDIT: And it's open!

RPG Superstar Season 9 Top 16 , Star Voter Season 7, Star Voter Season 8 aka Cyrad

Windpath Razor
Aura faint evocation; CL 5th
Slot none; Price 20,315 gp; Weight 4 lbs.
Description
The blade of this +1 scimitar resonates a soft hum in the breeze. Three times per day as a free action while unsheathing the weapon, the wielder may unleash a sudden torrent of howling wind in a 30 foot line that bull rushes the first creature hit. This does not provoke an attack of opportunity.

Shimmering air continues to briskly flow within this 30 foot line for 1 round. Allies that perform the charge, move, run, or withdraw actions through at least two squares of this wind trail begin hovering 1 foot above the ground and ignore difficult terrain for the remainder of the movement. These allies must land on a solid surface at the end of their turn.
Construction
Requirements Craft Magic Arms and Armor, air step or gust of wind, bladed dash; Cost 10,315 gp


ROD OF VERSATILE CHANNELING
Aura strong necromancy; CL 17th
Slot none; Price 11,000 gp; Weight 5 lbs.

Description
This rod appears to be made of a single, thin piece of intricately carved, black and white marble. A wielder who normally channels positive energy may instead use the rod to channel negative energy. Alternatively, a wielder who normally channels negative energy may instead use the rod to channel positive energy. In either case, the wielder uses the rod instead of her holy or unholy symbol when channeling energy in this manner. The rod may be used up to three times per day.
If the wielder is a necromancer, a neutral cleric who worships a neutral deity, or a neutral cleric who does not worship a deity, then the rod works as described. For all other wielders, using the rod is more difficult, and it becomes less effective or even somewhat harmful to the wielder. If such a wielder uses the rod to channel energy that would heal her of damage then she is only healed half of the usual number of hit points (minimum 1). If such a wielder uses the rod to channel energy that would harm her targets then she takes half of that damage herself, although she can still make a Will save to take only one quarter damage (minimum 1).

Construction
Requirements Craft Rod, Versatile Channeler; Cost 5,500 gp

RPG Superstar Season 9 Top 8 , Dedicated Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Mark D Griffin

4 people marked this as a favorite.

I would love some feedback on my item

Alchemist's Retort
Aura faint transmutation; CL 5th
Slot shield; Price 7,000 gp; Weight 6lbs.
Description
This +1 light steel shield is covered in alchemical symbols mostly obscured by a patchwork of scorch marks and corrosion, but is no less effective in combat.

The shield's hollow back can be loaded with alchemical splash weapons. Once per round–when the wielder of a loaded shield is hit in melee combat–the front of the shield bursts violently outward, and a single use of a stored splash weapon is spewed on the attacker. The enemy takes a direct hit, and any splash effects are dealt in a 15-foot cone of the wielder’s choice that emanates from the shield’s space and contains the attacker. The wielder may also choose to activate the shield after a successful shield bash or shield throw once per round. After the explosion the shield re-forms instantly with one more scar on the front.

Loading a splash weapon into the shield is a standard action that provokes attacks of opportunity. The alchemist’s retort can hold up to three uses of one conventional splash weapon, or a single alchemist’s bomb. Any weapons stored in the shield last until used, but a bomb stored in the shield counts against the alchemist’s total bombs every day. A loaded shield always has a minor cosmetic change related to the weapon stored within it, such as smoking lightly, stinking of sulfur or making bubbling noises.

Construction
Requirements Craft Magic Arms and Armor, make whole, touch injection, creator must have 5 ranks in Craft (alchemy); Cost 3,500 gp

RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 8

Enlightened Jian
Aura moderate transmutation; CL 9th
Slot none; Price 29,335 gp; Weight 2 lbs.

Description
Swirling, cloudlike engravings run the length of this slender, almost weightless +2 mithral longsword. A monk who attacks with this elegant blade may use his Wisdom modifier instead of his Strength modifier on attack and weapon damage rolls. A monk also treats the blade as a monk weapon for use in his flurry of blows.

As part of a regular move action, the wielder can spend 1 ki point to gain the benefits of air walk (as the spell) until the start of his next turn. He may spend 1 additional ki point at the start of each turn as a free action to maintain the effect, up to a maximum number of consecutive rounds equal to his Wisdom modifier (minimum 1).

Construction
Requirements Craft Magic Arms and Armor, air walk, spiritual weapon, creator must be a monk; Cost 15,675 gp

I'll confess, this was a rushed entry; I was going for "Wuxia-in-a-can", but in retrospect, I see the lack of originality. Either way, I think it's well crafted, even if it's uninspired.

Dedicated Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Star Voter Season 9

Ready for review. I'm all ears :)

----------------------------------

Mail of Ash Woven Ramparts
Aura faint conjuration and enchantment; CL 5th
Slot armor; Price 19,250 gp; Weight 25 lbs.
Description
The iron rings of this +1 balanced chain shirt are a pale, ashen grey. Rising from among the entwined links, a thousand gossamer cords tangle into a murky smoke that drifts away into nothingness.

Three times per day as a standard action the wearer can become wreathed in a blinding maelstrom that leaves a tangled barrier of ash in its wake. Once activated, the wearer’s next single move action creates a 10-foot high curtain of ash that hangs in the air tracing their path and remaining for one round in each square the wearer has occupied during this movement. The woven curtain of ash completely fills each of the affected squares and blocks all sight (even darkvision), causing any creature inside the cloud (except the wearer) to gain the blinded condition.

The curtain of ash does not restrict movement into or throughout its depth, but any creature attempting to leave the cloud must first succeed at an overrun combat maneuver check versus the wearer’s Combat Maneuver Defense or their movement immediately ends while still inside the cloud.

Lastly, while activated, when the wearer’s move action ends in the same square from which it started, all interior squares contained within the envelope of their movement are immediately flooded by the surrounding maelstrom of ash.

Construction
Requirements Craft Magic Arms and Armor, ash storm, cat’s grace; Cost 9,750 gp

RPG Superstar Season 9 Top 32 , Dedicated Voter Season 8, Dedicated Voter Season 9 aka Tothric

Grave-Nettle
Aura Moderate Necromancy/Evil; CL 5th
Slot none; Price 16,850 gp; Weight 1 lbs.
Description
A dagger that looks worn and chipped, this knife has a blood-groove that is heavily stained. The pommel of the dagger is onyx. When taken in hand, this dagger hums with a soft promise of great power.

This is a +1 dagger with the human bane trait. Once per day, when the dagger slays a human and is left in the corpse for a single round, the human raises as a medium size zombie as if the wielder had just cast the lesser animate dead spell. The dagger returns to its owner’s hand after the zombie animates. This zombie is controlled by whoever wields Grave-Nettle, and counts towards the number of undead the wielder can control. Zombies created in this way obey all spoken commands to the best of their ability. After this ability is used once, the onyx pommel appears tarnished. Should all the zombies Grave-Nettle has raised be destroyed, the onyx pommel regains its glistening shine.

Should the Grave-Nettle be left unattended for more than a day, all zombies that have been created by Grave-Nettle are destroyed.
Construction
Requirements Craft Magical Arms and Armor, Animate Dead(Lesser),Summon Monster I, Spell Focus(Necromancy); Cost 7,000 gp and an Onyx worth 1,250 gp

RPG Superstar Season 9 Top 4 , Marathon Voter Season 7, Dedicated Voter Season 8, Dedicated Voter Season 9 aka King Tius

1 person marked this as a favorite.

Staff of the Vineyard
Aura moderate transmutation; CL 8th
Slot none; Price 16,200 gp; Weight 5 lbs.

Description
This wine-stained staff is hewn from the rib of a great oak wine barrel and is covered in bountiful grape vines. The vines produce enough berries to serve as rations for one medium creature per day and they regenerate with the sunrise. When used as the target of a goodberry spell, these grapes heal double the normal amount but do not increase the spell’s maximum amount of hit points cured in a 24-hour period. In addition, the bearer of this staff is immune to the effects of any entangle spell and, by expending an additional charge from the staff, can designate a number of creatures immune to the effects of any entangle spell they cast as per the Selective Spell feat. The staff allows use of the following spells:

  • Entangle (1 charge)
  • Goodberry (1 charge)
  • Shillelagh (1 charge)
  • Barkskin (2 charges)

Construction
Requirements Craft Staff, barkskin, entangle, goodberry, shillelagh; Cost 8,100 gp

Star Voter Season 8

Angazhan’s Bloodthirsty Spear
Aura moderate transmutation; CL 6th
Slot none; Price 9,305 gp; Weight 9 lbs.
Description
This +1 keen longspear grants a cumulative +2 bonus to critical hit confirmation rolls each time the spear pierces a new living creature. This bonus dissipates as soon as the combat ends. Additionally, whenever the wielder makes a critical hit, the wielder can make an additional attack against a creature that is standing behind their original target at their highest attack bonus.
The spear is made of black hardwood with an obsidian spearpoint, lashed to the shaft with red leather. It has an ape skull mounted to the butt of the spear that sheds tears of blood each time the spear is driven into a fresh victim.
Construction
Requirements Craft Magic Arms and Armor, keen edge; Cost 4653 gp

RPG Superstar Season 9 Top 32 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 aka theheadkase

Critique's coming from me once I finish the Top 32.

Below is my entry:

Chrysalis Carapace
Aura strong abjuration; CL 14th
Slot armor; Price 65,800 gp; Weight 40 lbs.
Description
This +3 reflecting suit of full plate armor is sweet smelling, honey-tinted, and made from layers of the discarded cocoons of giant moths or gloomwings.

Any creature worshiping a deity with a nature theme may add this armor to the list of armors in which she is proficient.

Three times per day the wearer can command the chrysalis carapace to form a split in the back with a loud cracking sound and sprout delicate looking butterfly wings. The wearer gains a fly speed of 40 feet (perfect) for 10 minutes. At the end of this duration, the wings furl back into the armor and the split seals itself.

Once per day the wearer can will the chrysalis carapace, as an immediate action, to force any one creature casting a spell to make a concentration check adding the wearer’s level to the DC. If the target fails the concentration check, the spell is lost to the caster and absorbed into the armor. Absorbing a spell in this manner causes the chrysalis carapce to open dozens of ragged slits and diaphanous, winged insects to pour out over the armor, granting the expeditious armor special ability for 1 hour.

Construction
Requirements Craft Magic Arms and Armor, fly, spell turning; Cost 32,900 gp

I already know I forgot to specify the range in the very last paragraph!

Star Voter Season 7, Star Voter Season 8

Dirk of Treachery
Aura moderate transmutation; CL 9th
Slot none; Price 18,302gp; Weight 1 lb.
Description
The blade of this long, thin dirk appears black as night, and its hilt and crossguard are likewise unadorned and colorless. Invented by the cult of Father Skinsaw, and now favored by assassins and conspirators throughout the Inner Sea, this +1 keen dagger strikes deep when its victim is unaware of its presence. Against an opponent that is flanked, flat-footed, or denied its Dexterity bonus to AC, this weapon's enhancement bonus increases by +2.

When attacking an opponent that had considered the weilder to be a friend or ally (GM's discretion), the dirk of treachery deals an additional +2d6 pecision damage. This additional damage is not doubled on a critical hit.
Construction
Requirements Craft Magic Arms and Armor, disguise self, inflict moderate wounds; Cost 9,302 gp

My own commentary:
I came up with the idea of the item while thinking of the TV show Warehouse 13. That's the show about secret agents tracking down historical items that had become magical due their proximity to historial lynchpin moments and/or particularly influential people. That line of thinking led me to consider the dagger Marcus Brutus used to assassinate Julius Caesar-- and that was my concept: A dagger that you use to kill your friends.

The name could have been a bit stronger. The last line of the first paragraph should have read, "..the weapon's enhancement bonus increases to +3." I sould have referred to the extra damage in the next paragraph as, "...deals an additional +2d6 damage, as a bane weapon." That would have allowed me to to kill the final line of the description.

I also forgot to list keen edge in the construction requirements. I also probably should have left out the "(GM's discretion)" note... that sort of thing really goes without saying.

I didn't come close to using all the word count-- I thought that these were enough powers and that additional words would have either muddied the core concept or gone into an unnecessary backstory. I was on the fence about the reference to Norgorber, and I'm not sure if it helped or hurt.

Disguise self is in the construction requirements purely for flagor: it's a nod to the weilder pretending to be a friend to a potential victim.

As for pricing, I figured that its unusual properties were roughly equivalent to a +1 enhancement, so I priced it as a +3 dagger.

Finally, and I had the word count to do it, I should have given the weilder a +5 bonus to Sleight of Hand checks to conceal the dirk of treachery when searched for weapons.

RPG Superstar 2014 Top 32 , Star Voter Season 6, Dedicated Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 aka Ixxix

I know i jacked up the pricing by not including masterwork. Any feedback is great, thank you

Monastic Staff
Aura moderate transmutation; CL 8th
Slot none; Price 40,000 gp; Weight 5 lbs.
Description
This staff is crafted from smooth birch wood and topped with an ornate brass halo with six plain brass rings looped through it. For most, this staff functions as a simple walking stick or quarterstaff but in the hands of those who have harnessed the power of ki it enhances their natural martial prowess. For any user with a ki pool, it functions as +1 countering/+1 merciful quarterstaff and allows the use of the following spells as though they have a spell list that includes them:

  • Feather step (1 charge, self only)
  • Invigorate (1 charge, self only)
  • Blur (2 charges, self only)
  • Haste (3 charges, self only)
    The monastic staff uses the class levels in any class that grants ki to determine the caster level of spells and the wielder's Wisdom stat for the spell save DC. A user can recharge this staff by meditating for one hour and expending 4 points of ki but is still limited to restoring one charge per day as per the normal staff rules.
    Construction
    Requirements Craft Magic Arms and Armor, Craft Staff, blur, cat's grace, cure light wounds, feather step, haste, invigorate; Cost 20,000 gp

  • Dedicated Voter Season 8

    Skewer Shield
    Aura moderate transmutation; CL 10th
    Slot shield; Price 13,669 gp; Weight 6 lbs.
    Description

    This +1 light steel shield has a raised band of metal arching over its center, creating a slot on the shield's front.

    As a move action, a Skewer Shield's wielder may load it with a single light or one-handed melee weapon with which she is proficient. A Skewer Shield loaded in this way retains its normal armor bonus. The loaded weapon may not be used to make its normal attacks while it is loaded. Removing the loaded weapon is a move action.

    So long as it is loaded with a weapon, treat a Skewer Shield as having shield spikes. The damage type and critical values for attacks made with a loaded Skewer Shield correspond to those of the loaded weapon. Any special abilities which would modify the loaded weapon's damage modify the Skewer Shield, instead. Attack bonuses from the loaded weapon have no effect on a Skewer Shield.

    As a standard action, the wielder may launch the shield's loaded weapon to make a single ranged attack. For this attack, treat any loaded weapon as if it were designed to be thrown. The range increment of this attack is 20 ft. Feats and effects which apply to thrown weapon attacks apply to this attack.

    A weapon launched from a Skewer Shield gains either the Returning or Anchoring special ability for 1 round. The choice is made before the attack roll. A returning weapon still requires a move action if its wielder wishes to reload the shield.

    After launching a loaded melee weapon, a Skewer Shield provides no armor bonus until the wielder's next turn.

    Construction
    Requirements Craft Magic Arms and Armor, telekinesis, versatile weapon; Cost 6,919 gp

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka motteditor

    Acre, I think one of my PBP players really liked your armor, as he asked if I or another player were responsible for it.

    Here's my ring. Very disappointed not to get in, as it actually did better in the exit poll than last year's poltergeist knot. As in 2013, I'll try to review everyone's items as I can. (I still have to comment on the alternates' items first.)

    Catapult Ring
    Aura moderate evocation; CL 7th
    Slot ring; Price 25,000 gp; Weight
    Description
    Curled into a tight band, this tiny copper spring stretches to fit the wearer's finger.

    As a standard action, the wearer can touch a creature or unattended object on a solid surface and fling it in a direct line away from him. The target arcs 30 feet up and 60 feet away, taking damage from falling as normal. A willing target may be launched as long as it is adjacent to the wearer, while an unwilling target requires a melee touch attack. A willing target may make an Acrobatics check as if it were deliberately falling and can land on or grab hold of an elevated surface in its path. This movement does not provoke an attack of opportunity.

    A target that hits an obstacle in its path takes 3d6 points of damage before falling to the ground in that square. The obstacle also takes damage, as if it were hit by a falling object. Any creature or object occupying the square in which the target lands takes damage as if hit by a falling object.

    A catapult ring has six charges, which automatically renew each day. Launching a Medium or smaller target requires one charge; a Large or Huge target requires two charges; and a Gargantuan target requires three charges. The ring has no effect on Colossal targets.

    Construction
    Requirements Forge Ring, telekinetic charge; Cost 12,500 gp

    Sovereign Court Marathon Voter Season 8, Marathon Voter Season 9

    1 person marked this as a favorite.

    My item was inspired by something I overheard at Pathfinder Society: “Nets don’t cause grapple.”

    So I was all like…

    Living Copperthread Net
    Aura strong transmutation; CL 13th
    Slot none; Price 54,320 gp; Weight 7 lbs.

    Description
    Strong, copper threads reinforce the hempen rope of this +2 net. Four bronzed weights—two shaped like human hands and two shaped like human feet—are affixed to the corners of the net.

    Three times per day, a target struck by the net gains both the entangled and grappled conditions as the net comes to life and grabs them with its hand-shaped weights. The animated net and a creature grappled by it always occupy the same space until the target escapes, which shunts the net to an adjacent empty space. When this happens, the net stands, forms to a semi-humanoid shape, then continues chasing, attacking, grappling, and entangling only the original target. This continues until the target is defeated or one minute has elapsed from the time the net first struck.

    While animated, a living copperthread net is treated as a Medium animated object except it gains DR 5/slashing, the additional attack and grab special abilities, a +10 inherent bonus to grapple checks made against its current target, and a +2 enhancement bonus to its slam attack. If the animated net becomes damaged below 0 hit points, it reverts to being an inanimate +2 net with the broken condition and cannot animate again until it is repaired.

    Construction
    Requirements Craft Magic Arms and Armor, animate rope, vengeful outrage (Ultimate Magic)Cost 27,320 gp

    RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8

    Shield of Compassionate Radiance
    Aura moderate conjuration and evocation; CL 5th
    Slot shield; Price 9,420 gp; Weight 15 lbs.

    Description
    A stylized longsword with golden sunburst radiating from the crossguard is emblazoned upon this +2 holy reliquary heavy steel shield.

    A wielder with the lay on hands class feature may imbue the shield with divine light as a standard action by expending one of her daily uses of lay on hands, or as a swift action by spending two daily uses. Doing so makes the shield shine brightly as a torch for one round per paladin (or equivalent class) level.

    While the shield shines, any cure spell cast within the light heals 1 extra point or deals 1 extra point of damage to undead per d6 of the wielder’s lay on hands. This does not apply to spells cast from wands or scrolls.

    If an ally within the light is subject to an effect or a spell that causes a condition cured by one of the wielder’s mercies and grants a saving throw, the wielder may extinguish the light as an immediate action to grant the ally a sacred bonus equal to the wielder’s current Charisma modifier to that saving throw. Only one ally may be aided in this way, even if multiple allies are affected by the same effect.

    Any circumstance that would make the wielder lose her shield bonus extinguishes the light. The wielder may dismiss the light as a free action.

    Construction
    Requirements Craft Magic Arms and Armor, bestow grace, light, sacred bond; Cost 4,795 gp

    Dedicated Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Star Voter Season 9 aka OwlbearRepublic

    4 people marked this as a favorite.

    Jailbird's Sweetheart
    Aura moderate conjuration; CL 9th
    Slot none; Price 7,002 gp; Weight 1 lb.

    Description
    This dodgy-looking +1 adamantine dagger does double duty; with a lethally fine edge on one side of its blade and a coarse file on the other, it leaves equally ugly marks in flesh, bone, and steel. The dagger's thumb-breadth blade, along with its flat, guardless, black horn hilt, virtually begs to be concealed in a boot or a garter.

    The jailbird's sweetheart takes its name from its usefulness to frequent prisoners. Once per day, as a full action, the attuned owner can summon it from anywhere on the same plane by pulling it out from the keyhole of any lock; the blade vanishes from its former location as it slides through the keyhole, as though it were moving through a ring gate. The summoning fails (but isn't expended) if an intelligent creature is observing the weapon at its original location.

    Attuning to a jailbird's sweetheart requires kissing it. Unhelpfully, no markings hint at this requirement.

    Construction
    Requirements Craft Magic Arms and Armor, teleport; Cost 5,002 gp

    Marathon Voter Season 6, Dedicated Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9

    Weapon Trap Shield
    Aura strong transmutation; CL 15th
    Slot shield; Price 16,157 gp; Weight 10 lbs.
    Description
    Deep cracks and gouges mar the surface of this +3 heavy wooden shield, though the wood feels perfectly smooth and seamless to the touch.

    Whenever the wielder is subject to a melee attack which misses him by 5 or less (the protection provided by the shield), the weapon magically embeds into the wood and may become stuck. The wielder may make a disarm combat maneuver check against his attacker as a free action (without provoking an attack of opportunity), and if successful, the attacker loses his grip on the weapon, which remains stuck in the shield. As part of the disarm maneuver, the wielder may choose to deposit the weapon in any square he threatens, keep the weapon stuck to the shield, or wield the weapon himself if he has a free hand.

    If the attack would not normally be subject to a disarm combat maneuver, such as a natural attack, unarmed strike, or manufactured weapon in a locked gauntlet, the wielder may attempt a grapple check instead without provoking an attack of opportunity), at no penalty. If successful, both the wielder and his attacker gain the grappled condition, but the wielder is free to use any one-handed weapon while grappling. The shield can only trap one weapon or creature at a time.

    Construction
    Requirements Craft Magic Arms and Armor, polymorph any object; Cost 8,157 g

    Champion Voter Season 7, Champion Voter Season 8, Dedicated Voter Season 9

    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

    Ragathiel's Regalia
    Aura moderate transmutation; CL 9th Slot Armor; Price 124,000 gp; Weight 25 lbs.

    Description

    This +3 full plate has the holy symbol of ragathiel engraved on the chest plate. Like its namesake this armor combines two conflicting forces. In this case strength and flexibility into one, being made of both adamantine and mithral.

    On command, it sprouts five fiery wings (producing light as the daylight spell) from the back and let the wearer fly (as spell). Useable six times per day for up to 5 minutes per use.

    When worn by a paladin this is useable at will.

    Construction Requirements Craft Magic Arms and Armor, daylight, fly, creator must be good; Cost 74,750 gp

    Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

    Perpetual Vortex Staff
    Aura moderate evocation and transmutation; CL 9th
    Slot none; Price 35,000 gp; Weight 5 lbs.

    Description

    This matte black, metallic staff is composed of small, hexagonal discs that perpetually disconnect, revolving momentarily in an erratic orbit, and reattach in ever changing locations. Perpetually unraveling and reforming a few discs at a time, the staff remains in a state of chaotic equilibrium. The perpetual vortex staff allows the use of the following abilities:

    Steps of faith (1 charge) Discs swarm underneath the wielder with each step, interlocking and creating a solid surface beneath her. This ability stays active for up to 3 rounds. While active, the discs support only the wielder wherever she moves, creating walkways or stairs to aid her passage.
    Throw the first stone (2 charges) Release a deluge of discs, forming a heaping mound of loose rubble that buries a target within 30 feet. A buried target cannot cast spells with somatic components and must take a full round action to extricate themselves. A DC 20 escape artist check reduces this to a standard action. Once the target is free, the affected space(s) become difficult terrain.
    Cleansing vortex (3 charges) Discs swirl in a violent torrent around the wielder, creating a maelstrom of spinning metal and debris. While this ability is active, ranged attacks that target the wielder take a -4 penalty to hit and all adjacent creatures take 3d6 bludgeoning damage per turn. The wielder may also attempt a free bull rush attempt as a swift action once per turn to push all adjacent creatures back 5 feet. Succeeding on this check by more than 10 also knocks the creature prone. This ability lasts for up to 3 rounds.

    Construction

    Requirements Craft Staff, force punch, shifting sand, stone shape; Cost 17,500 gp

    Dedicated Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Star Voter Season 9

    Jacob W. Michaels wrote:
    Acre, I think one of my PBP players really liked your armor, as he asked if I or another player were responsible for it.

    Thanks man, that's great to hear! I and another person I do PbP with were big fans of the catapult ring... Which I now see is yours :)

    Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8 aka Jiggy

    Re: Catapult Ring—I like the general idea, but I don't understand why it's a ring. What it's doing isn't ring-ish. If it were instead a weapon, preferably a bludgeoning weapon, that could do its thing when you critted an opponent or gave an ally a bop on the bum, it would hang together better, IMO.

    Re: Living Copperthread Net—Liked it, voted for it, unfortunately don't have specific feedback for you. :/

    Marathon Voter Season 8

    2 people marked this as a favorite.

    Raven Leather
    Aura moderate transmutation; CL 10th
    Slot armor; Price 69,875 gp; Weight 20 lb.
    Description
    This +2 studded leather armor is made from oiled black leather and has been decorated with numerous feathers and beads of obsidian.

    As a standard action the wearer can transform himself into a flock of ravens made out of shadows and spiraling feathers. This effect functions as gaseous form, except the wearer has a flying speed of 40 ft., fills a space of 10 ft. and every creature within this area is considered to have concealment. The wearer can stay in this shape for 10 minutes per day. This duration does not need to be consecutive, but it must be used in 1-minute increments.

    Alternatively, the wearer can transform himself into a corporeal raven swarm. The wearer gains a +4 size bonus to Dexterity, a –2 penalty to Strength, fly 40 ft. (average), low-light vision, scent and the swarm traits. The wearer’s swarm attack deals 2d6 points of damage. Each round spent this way counts as 1 minute of the wearer’s normal time. If the wearer’s hit points drop below 0 while in the raven swarm shape, he immediately returns to his normal form, falls unconscious and is dying as normal. This is a polymorph effect.
    Construction
    Requirements Craft Magic Arms and Armor, beast shape II, gaseous form; Cost 35,025 gp

    Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8 aka Jiggy

    1 person marked this as a favorite.

    Re: Perpetual Vortex Staff—Sorry, but that's not a staff. Staves by definition have a list of actual spells they let you cast. Custom abilities need to be in addition to a spell list, not in place of. Sorry man.

    Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

    Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

    Courtier’s Solitaire
    Aura faint divination and illusion; CL 5th
    Slot ring; Price 12,000 gp; Weight
    Description
    This ring is made of interwoven bands of gold, silver, and cold iron and is set with a single large diamond that gleams with an inner light. When a wearer attempts a Bluff, Diplomacy, or Intimidate check the ring subtly alters their appearance to enhance their ability. An Intimidate check increases height, darkens the shadows, and deepens the voice of the wearer. A Bluff check gives the wearer a soft and innocent appearance, seemingly infused with an inner light. Diplomacy produces a more wizened and scholarly mien projecting confidence, competence, and sagacity to all viewers. This effect grants a +4 competence bonus to all Bluff, Diplomacy, and Intimidate checks.

    The diamond flickers red when the wearer is subject to deception, trickery, or lies. This grants a +4 competence bonus on all Sense Motive checks and saving throws vs. illusions. In sensing deception the diamond can automatically detect the presence of concealed creatures within 120 ft., even those concealed with magic such as with an invisibility effect. As a result the wearer is always aware of the presence of opponents and can act in a surprise round. The wearer does not have the ability to see concealed creatures but is made aware of their location.
    Construction
    Requirements Forge Ring, disguise self, heightened senses; Cost 6,000 gp

    RPG Superstar 2014 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Dedicated Voter Season 9 aka michaeljpatrick

    Whelp, here goes..

    The Wing Smasher’s Hammer
    Aura moderate abjuration; CL 5th
    Slot none; Price 16,312 gp; Weight 5 lbs.
    Description
    The handle of this +1 warhammer is carved from the bone of a large avian and the head is made of polished black stone.

    Any flying creature that takes damage from the hammer must make a DC 15 fortitude saving throw. If failed the creature loses the ability to fly or levitate by any means for 1d4 rounds. If airborne at the time of the attack the creature falls immediately.

    No flight or levitation related magic items or effects will work on the creature while under the hammer’s effect except for feather fall.
    Construction
    Requirements Craft Magic Arms and Armor, dispel magic, Cost 8,312gp

    Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8 aka Jiggy

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    Raven Leather! That was one of my favorite armors! Awesome visual, good utility. If I had to guess why it didn't make it, maybe because the thing it does isn't very "armor-y"? Like, maybe it would have been better as a cloak or shirt or other slotted wondrous item (had that been legal). I liked it though. :)

    Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

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    I'm going to point out an error on my Courtier's Solitaire right before we really begin: heightened senses is not a spell. Somehow my brain transposed that for heightened awareness (Advanced Class Guide) when I was putting my entry together.

    Of course I noticed this 5 minutes after submitting! >:(

    RPG Superstar 2009 Top 16, 2012 Top 32 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 aka Epic Meepo

    I may eventually publish a book of magic staves similar to this one, so I'm curious to know what voters thought about it.

    Staff of the Hidden Blade
    Aura moderate illusion; CL 8th
    Slot none; Price 16,745 gp; Weight 5 lbs.

    Description
    This walking stick is a scabbard that conceals a matching sword. It functions as a +1 sword cane that grants proficiency in its use to any wielder proficient with short swords. The staff allows the use of the following spells, but only when its matching sword is sheathed within it:

    • disguise self (2 charges)
    • invisibility (self only, 2 charges)
    • mirror image (2 charges)
    • ventriloquism (2 charges)
    A creature with the ki pool ability can cast any spell from this staff as if that spell was on the creature's class spell list. The creature may choose to cast that spell without consuming any charges from the staff by instead spending 1 ki point per charge that would otherwise be consumed.

    Construction
    Requirements Craft Magic Arms and Armor, Craft Staff, disguise self, invisibility, mirror image, ventriloquism, creator must have the ki pool ability; Cost 8,545 gp

    Star Voter Season 7, Marathon Voter Season 8

    I have detailed breakdowns on the pricing and some of the other things. I'm pretty sure that aside from the non-caps on the item name the formatting is impeccable... I get the general impression that otherwise it was just too boring for anyone to like.

    Staff of entwined elements
    Aura moderate conjuration and evocation; CL 11th
    Slot none; Price 98,550 gp; Weight 5 lbs.

    Description
    Formed from lengths of ivory, oak, copper, and basalt, braided together by craft and magic, the staff of entwined elements is topped with a crystal orb containing a white continual flame. It functions as a +1 quarterstaff, enhanced only on the orb end, and allows the use of the following spells:

    • Lightning bolt (1 charge)
    • Scorching ray (1 charge)
    • Acid fog (2 charges)
    • Cone of cold (2 charges)
    • Elemental assessor (Chronicle of the Righteous)(2 charges)

    While a target is under the effect of the staff's elemental assessor, the continual flame on the staff's head changes color based on the element of the ongoing damage (red for fire, yellow for electricity, green for acid, or blue for cold), and attacks with the staff's enhanced end deal an additional 1d6 damage of that type. While this effect is ongoing, the duration can be extended by expending charges from the staff (a swift action) at a rate of one minute per charge.
    When casting any spell besides elemental assessor from the staff, an additional charge can be expended to change the spell's descriptor and damage type to any one of fire, electricity, acid, or cold. This does not change the spell's casting time.
    In addition to the normal method of recharging a staff, the user can restore one charge per day to this staff by expending one use of an elemental metamagic rod or greater elemental metamagic rod.

    Construction
    Requirements Craft Magic Arms and Armor, Craft Staff, Elemental Spell, acid fog, cone of cold, continual flame, elemental assessor, lightning bolt, scorching ray, the creator must either have the admixture arcane school or have Elemental Spell at least twice; Cost 49,450 gp

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    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
    Feros wrote:

    I'm going to point out an error on my Courtier's Solitaire right before we really begin: heightened senses is not a spell. Somehow my brain transposed that for heightened awareness (Advanced Class Guide) when I was putting my entry together.

    Of course I noticed this 5 minutes after submitting! >:(

    Oh, that explains why I couldn't find that spell.

    Silver Crusade RPG Superstar Season 9 Top 32 , Dedicated Voter Season 8, Star Voter Season 9 aka mechaPoet

    2 people marked this as a favorite.

    I have a number of ideas for editing this, that I of course only thought up after I had submitted it. :) I hope to get some critiques in for others' items soon.

    Honeycomb Cuirass

    Aura moderate transmutation; CL 11th

    Slot armor; Price 13,950 gp; Weight 30 lbs.

    Description

    These sweet-smelling layers of honeycomb and beehive husks fit around the wearer’s torso. They have been magically toughened to function as a +1 breastplate that contains no metal and can be worn by druids.

    Always sticky with honey, this armor grants the wearer a +2 enhancement bonus on combat maneuver checks made to disarm, grapple, reposition, steal, or trip when the wearer uses an unarmed strike or natural weapon to attempt the maneuver.

    Once per day when the wearer is hit with a melee attack, they can command the armor to ooze a viscous layer of honey as an immediate action. This does not mitigate the attack, but the opponent’s weapon becomes stuck in the honey. If the attack is made with an unarmed strike or natural weapon, or if the opponent refuses to release their weapon, the attacker gains the grappled condition, but the wearer does not. Only one weapon at a time can become stuck this way.

    The honey lasts for 11 rounds, or until the opponent frees their weapon as a standard action with a DC 19 Strength check or Escape Artist check. The honey can also be dissolved by universal solvent.

    Construction
    Requirements Craft Magic Arms and Armor, blade snare (Pathfinder Campaign Setting: Inner Sea Gods), bull’s strength, ironwood, creator must have at least 1 rank in Profession (beekeeper); Cost 7,175 gp

    RPG Superstar Season 9 Top 32 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 aka theheadkase

    mechaPoet, When I saw your item I died a little inside, in a good way. It had a similar theme (nature-y armor) and I honestly can say that I only liked my chrysalis carapace slightly better than yours.

    RPG Superstar Season 9 Top 32 , Marathon Voter Season 6, Marathon Voter Season 7, Champion Voter Season 8, Marathon Voter Season 9 aka GM_Solspiral

    This had link's I'm not bothering to restore

    Deadeye’s Shepherd
    Aura moderate transmutation, minor conjuration; CL 9th
    Slot none; Price 69,400 gp; Weight 3 lbs.
    Description
    Naturally curved, thick spiraling ram’s horn forms the limbs of this +2 adaptive composite longbow, creating a recurve and concealing the wheels within the rack. Pictographs of bighorn rams locked in combat are painted along the arrow rest and sight window.

    As a full round action, the bow may fire a blunted arrow that performs a Bull Rush maneuver using the archer’s CMB +2 instead of dealing damage. Unless firing while in melee range, this action does not provoke an attack of opportunity; the arrow is otherwise treated as though it was the archer making the combat maneuver.

    Once per day the bow can summon a large sized bighorn ram (use the stats of a megaloceros) that willingly serves the archer as though it were a war trained mount. The bighorn ram will remain summoned for 9 hours.
    If the wielder has a ring of the ram the ranged bullrush attack deals normal damage and charges can be spent to increase CMB on a Bull Rush by a +1 and deal +1d6 bludgeoning damage when using the deadeye’s shepherd. As a swift action, the wielder may elect to spend a charge from the ring to have the deadeye’s shepherd function as a +2 club of impact for one minute.
    Construction
    Requirements Craft Magic Arms and Armor, bull’s strength, lead blades, mount, righteous might, telekinesis, warp wood; Cost 34,900 gp

    Dedicated Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Star Voter Season 9 aka OwlbearRepublic

    Garrick Williams wrote:

    Windpath Razor

    Aura faint evocation; CL 5th
    Slot none; Price 20,315 gp; Weight 4 lbs.
    Description
    The blade of this +1 scimitar resonates a soft hum in the breeze. Three times per day as a free action while unsheathing the weapon, the wielder may unleash a sudden torrent of howling wind in a 30 foot line that bull rushes the first creature hit. This does not provoke an attack of opportunity.

    Shimmering air continues to briskly flow within this 30 foot line for 1 round. Allies that perform the charge, move, run, or withdraw actions through at least two squares of this wind trail begin hovering 1 foot above the ground and ignore difficult terrain for the remainder of the movement. These allies must land on a solid surface at the end of their turn.
    Construction
    Requirements Craft Magic Arms and Armor, air step or gust of wind, bladed dash; Cost 10,315 gp

    I upvoted this one more often than not (by a narrow margin, I think). The first effect seems like a bit of a mess to me, though. What CMB does it use? Does it activate as soon as the wielder draws the weapon, hitting the first creature in its line of effect, or does it activate when the wielder hits someone with the weapon? I'd have skipped bull rush and gone straight to the existing wind rules here (or ditched the first effect altogether).

    The idea of a persistent path of wind that permits the party to move over difficult terrain is great, though. I can see using this in a really cool, cinematic way, and it's thematic for a martial character who leads the charge into battle. That said, this would be an even cooler effect for a low-level party, but the price would be prohibitive.

    Overall, a solid effort. Great concept and imagery held back by iffy mechanics and a mismatch of concept to price. In the future, I'd work on simplifying and generalizing your crunch so that it ties elegantly into existing rules.

    Star Voter Season 7, Star Voter Season 8

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    If I put this in one of my campaigns, I'd design different effects for different creature types (and probably make up new ones on the fly for exotic teeth), but I forced myself to keep it simple. Thanks for any comments!

    Rod of Ghost Teeth
    Aura moderate necromancy; CL 9th
    Slot none; Price 10,000 gp; Weight 4 lbs.
    Description
    The surface of this ivory rod is covered with small rounded points, nearly sharp enough to pierce skin. When touched to the tooth of a dead creature, the rod may be commanded to draw out and store within itself one tooth, along with a small amount of residual spiritual energy. Only one tooth may be extracted from any creature, and up to ten teeth may be stored within the rod at a time.

    As a standard action, the wielder may fire up to five teeth from the rod as ghostly missiles which scream "Beware!" in the language of their former owners (or make equivalent animal noises) as they streak through the air. Each missile strikes a single target creature unerringly as long as it has less than total cover or total concealment. You must designate targets before you check for spell resistance or roll damage. No more than ten teeth may be fired per day, although these may be split up among multiple actions.

    A ghostly missile strikes for 1d4 points of force damage, +1 for each size category of the former owner above Small (1d4+1 for Medium, 1d4+2 for Large, etc.).

    Once per day, the wielder may call out a tooth to orbit his head like a ghostly ioun stone for 30 minutes. During this time he may speak and understand the language (if any) of the tooth's former owner. The tooth vanishes after this use. The wielder may also remove any of the teeth for other purposes, but these have no magical properties and cannot be returned to the rod.
    Construction
    Requirements Craft Rod, lesser animate dead, magic missile, tongues; Cost 5,000 gp

    Star Voter Season 7, Marathon Voter Season 8

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    GM_Solspiral: One big thing that bugged me about your item: a Compound Bow is not the same as a Composite Bow. Compound Bows have wheels and use mechanical principles to change it so that the bow is harder to draw back but easier to hold, and also increase the possible strength. Composite bows are still simply bow-shaped without wheels and stuff, but are made from layers of different materials to increase their force without any mechanical redirection (as far as I know, anyway). So the mention of wheels in your item derailed me immediately. Also, Ram Horns are a hell of a curve for a bow.

    Sovereign Court Marathon Voter Season 8, Dedicated Voter Season 9

    Pathfinder Rulebook Subscriber

    Grandmaster's Plate
    Aura strong conjuration; CL 15th
    Slot armor; Price 45,650 gp; Weight 50lbs.
    Description
    This +3 full plate is covered in a black and white checkered pattern and is adorned with iconography of various games of strategy. Once per day as a full round action, that provokes attacks of opportunity, the wearer may concentrate on the battlefield and visualize the way she would like it to be. This ability lets the wearer teleport up to 5 allies within 60 feet to new positions within 60 feet of the wearer. The destination for any creature teleported cannot end in a space that is by nature hazardous to the creature teleported. For one round, each creature teleported deals 1d6 extra damage on their next attack when flanking, this extra damage is considered precision damage and is not multiplied on a critical hit.
    Construction
    Requirements Craft Magic Arms and Armor, dimension door, king's castle ( Advanced Player’s Guide); Cost 19,150 gp

    RPG Superstar Season 9 Top 16 , Dedicated Voter Season 8, Marathon Voter Season 9 aka Petty Alchemy

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    Sightstealer Rapier
    Aura moderate necromancy; CL 6th
    Slot none; Price 13,120 gp; Weight 2 lbs.

    Description
    This +2 rapier’s cup hilt appears as an open eye, and the blade itself protrudes from the iris.

    Once per day when the wielder successfully strikes a target with the rapier, the wielder can activate the rapier as a free action to force the target to attempt a DC 13 Will save. On a failure, the target is blinded and the wielder’s eyes take on the appearance and qualities of the target’s eyes (granting the wielder low-light vision and/or darkvision up to 60 ft. if the target normally possesses these senses).

    This effect lasts for 3 hours and cannot be dispelled, though it can be removed from the target by remove blindness-deafness, remove curse, break enchantment, or similar effects. If this effect is removed from the target, it is also removed from the wielder.

    Construction
    Requirements Craft Magic Arms and Armor, blindness-deafness; Cost 6,720 gp

    I'm going to spoiler my own thoughts as I don't want them to affect any feedback.

    Retrospective:
    1: Originally this was just going to be Sightstealer. I thought about how I'd feel seeing this in a Table of Contents then flipping for it, without really knowing what I'm getting. I attached Rapier at the submit screen.
    2: Not ambitious enough, but also not elegant enough. I think I should have done more.
    3: I liked the description, but I realized fairly late in the contest (like, a few days ago) that it may be too squicky.

    Star Voter Season 6, Star Voter Season 8, Star Voter Season 9

    Keen to get some feedback!

    Thieving Buckler
    Aura moderate conjuration; CL 9th
    Slot shield; Price 6150 gp; Weight 5 lbs.
    Description

    The maelstrom motif on this quirky +1 buckler conceals an extradimensional pocket for liberating goods. A Thieving Buckler tugs enthusiastically towards items granting the wielder a +2 competence bonus on Sleight of Hand checks and combat maneuver checks to disarm an enemy. Objects that are successfully palmed, hidden or disarmed vanish into an extradimensional space that holds 80 pounds of items each no larger than a medium two-handed weapon. The buckler also has a habit of swallowing blocked items. Whenever an attack roll misses the wielder’s AC by 1 or 2 she can immediately make a disarm attempt against a melee attack or gain the Snatch Arrow feat against a ranged attack. Retrieving anything from the buckler is bothersome at first and requires 2d10 minutes just to locate the elusive opening however it takes a liking to being worn and functions like a Handy Haversack for the wearer after 2d4 hours.

    Construction
    Requirements Craft Magic Arms and Armor, secret chest; Cost 3075 gp

    Silver Crusade RPG Superstar Season 9 Top 32 , Dedicated Voter Season 8, Star Voter Season 9 aka mechaPoet

    1 person marked this as a favorite.
    theheadkase wrote:
    mechaPoet, When I saw your item I died a little inside, in a good way. It had a similar theme (nature-y armor) and I honestly can say that I only liked my chrysalis carapace slightly better than yours.

    Haha, ditto. Well, except, I liked mine a bit better than yours. ;)

    I appreciate that there was a good range of bug-related armor: some creepy, but a good number of beneficial/cute arthropod ones as well.

    Dedicated Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Star Voter Season 9 aka OwlbearRepublic

    Atavar wrote:

    ROD OF VERSATILE CHANNELING

    I personally dislike items that treat channel energy very mechanistically. It's supposed to be a divine power tied to your deity's alignment, and it bugs me when items and feats switch it around as casually as, say, switching fire damage for cold damage. To get my vote, an item that switches the positive/negative polarity needs to have a strong thematic component; this one is pretty nakedly pragmatic and rules-centric. I also find the whole second paragraph needlessly convoluted.

    To get my vote, this rod would have needed to be more flavorful and to do something a little more mechanically creative.

    RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka Morphemic

    Dimensional Skewer
    Aura strong conjuration; CL 13th
    Slot none; Price 30,305 gp; Weight 9 lbs.
    Description
    The shadowy, twisted haft of this +3 longspear subtly ripples the surrounding air. Whenever the wielder strikes a target with the skewer, she can choose to warp space so that the target’s body becomes the point of origin for her subsequent attacks. A creature that succeeds at a Will save (DC 20) negates the effect and is immune to this ability for 24 hours.

    Instead of inflicting a normal wound, this ability creates a three-inch wide shimmering black vortex on the target’s flesh. A similar vortex engulfs the tip of the skewer. Thereafter, whenever the wielder thrusts with the haft of the skewer, the tip emerges from the vortex on the target. The wielder threatens all squares within 5 feet of the target, excluding the target’s space. She can attack any creature in this threatened area with the skewer, provided she has line of sight to the creature. She cannot attack creatures in the normal reach of the skewer while the vortex persists.

    The wielder can dismiss the vortex at any time. It persists for a maximum of one minute.

    Construction
    Requirements Craft Magic Arms and Armor, teleport object, twisted space; Cost 15,305 gp

    Dark Archive RPG Superstar 2012 Top 16 , Star Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8 aka FaxCelestis

    Phantom Guardian’s Ring
    Aura moderate evocation; CL 7th
    Slot ring; Price 12,000 gp; Weight

    Description
    Speaking the command word for this ring causes your words to form into a ghostly projection of yourself. The projection is Medium-sized (regardless of your current size) and occupies one empty square within 30 ft., standing on the ground in that space.

    The projection can make one attack of opportunity per round. It threatens squares around it and deals damage as if it were wielding a masterwork longsword. It uses your base attack bonus and ability scores to determine attack and damage rolls, but does not actually possess those attributes: it is not alive and is little more than a projection of your spirit. It cannot be damaged or struck by attacks, cannot speak, and remains stationary other than to make attacks of opportunity against creatures that pass. It uses your senses: if you can sense something, so can the projection.

    The projection does not block line of sight or effect. A creature can move into or through the projection’s space without penalty and without making an overrun attempt, though the projection will make an attack of opportunity if it is able.

    A projection can benefit from flanking and can flank an opponent with you or your allies.

    If you wield an enchanted melee weapon, the projection’s longsword is instead a weapon of the same type (i.e.: a longspear, light mace, or greatsword), and the projection’s weapon shares your weapon’s enhancement bonus. If you wield an enchanted shield, the projection may make a number of attacks of opportunity each round equal to the shield’s enchantment bonus.

    The projection remains for one minute before fading.

    A phantom guardian’s ring functions three times each day.

    Construction
    Requirements Forge Ring, spiritual ally; Cost 6,000 gp

    Dedicated Voter Season 8

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    Mummer’s Slapstick
    Aura faint illusion and enchantment; CL 5th
    Slot none; Price 24,350 gp; Weight 3 lbs.

    Description
    This +1 club is spattered with brightly-colored paints and encrusted with gems made of paste. It was created by a fool who used it to thrash her foes in the fighting pits while keeping the audience in stitches.

    Once per day, as a standard action, the wielder can brandish the club and make it appear to be something hilarious, such as a giant carrot, pink flamingo, or anything else imaginable. Any intelligent creature within 30 feet who witnesses this sight gag must make a Will save (DC 13) or burst into a fit of irrepressible laughter for 1 round. Laughing creatures can only take a move action but can defend themselves normally.

    Each round after using this ability, the wielder can spend a standard action to attack a laughing creature. On a hit, as a free action, the wielder can make a Perform (comedy) check to extend the laughter of all creatures watching for another round. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. The DC increases by +5 with each additional check.

    The creature hit stops laughing and must make a Fortitude save (DC 13) or become dazed for 1 round. A lump rises on the dazed creature’s head as illusory birds flutter around it.

    Construction
    Requirements Craft Magic Arms and Armor, daze monster, disguise self, hideous laughter, creator must have 5 ranks in Perform (comedy) skill; Cost 12,175 gp

    Marathon Voter Season 7, Star Voter Season 8, Marathon Voter Season 9

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    Pathfinder Starfinder Roleplaying Game Subscriber
    Jaragil wrote:

    Raven Leather

    Aura moderate transmutation; CL 10th
    Slot armor; Price 69,875 gp; Weight 20 lb.

    I really liked this. Cool visual and power, and helps to address the lack of unique light armors.

    Contributor

    5 people marked this as a favorite.

    If you're looking for pro tips about magic item design and a pro review of your magic item, this blog post by me might be of interest to you.

    Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

    1 person marked this as a favorite.
    Jacob Kellogg wrote:
    Re: Perpetual Vortex Staff—Sorry, but that's not a staff. Staves by definition have a list of actual spells they let you cast. Custom abilities need to be in addition to a spell list, not in place of. Sorry man.

    I respect your opinion, but I also respectfully disagree. Nothing in the definition of a staff says it has to use existing spells. In fact, this was the topic of a debate before the submission deadline. A staff with a collection of existing spells is the very definition of SIAC/SAK. I assumed for something unique with flavor and fun abilities.

    RPG Superstar Season 9 Top 8 , Dedicated Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Mark D Griffin

    lair-master wrote:
    Mummer’s Slapstick

    I upvoted this whenever I saw it for pure balls. I knew it was destined to fail because of the jokiness of it, but I actually thought that underneath the silliness it was quite mechanically sound.

    Sovereign Court Marathon Voter Season 8, Marathon Voter Season 9

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    Kreniigh wrote:

    Rod of Ghost Teeth

    Congratulations! You, sir are the creator of the #1 Item on my personal list! I've very much been looking forward to critiquing your item!!

    First, the Name: It grabbed me. Plain and simple.
    Second, the Price: My only glaring nitpick with this item is I feel it's a little undercosted.
    Third, Charging: The method of charging the rod is unique, appropriate, and visually evocative.
    Fourth, the attack: Adding damage based on the size of the former tooth's owner is a great detail. The "Beware" scream is fun! The only drawback is keeping track of the teeth fired of different sizes in a single attack. Overall, thumbs up!
    Fifth, The "Language Ioun Stone": THIS completely hit it out of the park for me. This is an incredibly versatile and useful ability; especially for Pathfinder Society Organized Play when the GM says "Anybody understand 'x language'?" The drawback, however, is the same as the magic missile ability in terms of tracking the item. And SOME GMs may consider this ability to be overpowered.

    Overall, bravo! I sincerely feel you should be up there with the top 32. But I am one man with my one opinion. There is always next year!

    Keep being awesome!

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