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In my campaign the Tatterman actually defeated my group.
But he didn`t immediately kill them because:

1. They somehow survived being killed by him in their dreams, which hugely interests him, so he wants to find out how and why in due time.

2. The Tatterman is a Predator, but he hunts more to spread fear and pain than for the kill itself, and there is a large room full of easy prey just a few feet away.

[3. Otherwise the campaign would have ended right there :) ]

While the PC`s where unconcious the Tatterman went on a rampage on briarstone grounds, using these sacrifices and the monotliths Ariadnah build so long ago to power a ritual to bring Briarstone to his master, transporting the whole island to Carcosa.

When they awoke, the ritual was almost finished, so they had to get their bearings and flee the island before it vanished.

This allowed me to foreshadow what was about to happen in Thrushmoor, and also have the Tatterman ready as a recurring villain.


Jadeite wrote:
Belladonna and Wolfsbane are two different plants.

ah, ok, don`t know where that came from, but good to know.

Weird thing is, all places I found talking about curing lycantrophy only mention wolfsbane as giving another save. yet in the poison descriptions belladonna has extra rules regarding lycantrophy, wolfsbane hasn`t.

So...
-Belladonna allows a new save if ingested within 1 hour of being bitten.

-Wolfsbane allows a new save no matter how much time has passed an whether the creature ever transformed.

?


It seems that you have 3 main questions to ponder:

1. How will the Werewolves (and the vilkacys)react to infected (transformed) PCs ?

Spoiler:

Ever noticed that (almost) every single Werewolf in the volume ist a natural lycantrophe?
one might argue thats just for design reasons and to ramp up the CRs with their DR, but its also stated in the entry of the Demon Wolves (Jezeldans) that they are the only pack that accepts afflicted lycantrophes as members.
And that`s not just because affliced lycantrophes are "weak" or "pityful", they are a liability and possibly a real thread to a pack or even all the wolves of the shudderwood.
An afflicetd werewolf inside a pack would bare be able to pull his own weight, unable to hunt with the pack when doesn´t manage to change shape and subject to dangerous "mood swings" if he manages to or even changes involuntarily.
But a affliced werewolf (let alone even a whole group) is even worse.
Imagine your group was at a tavern near the fringes of the Shudderwood when they first mass-changed and not at the stairs of the moon. Would the resulting massacre be enough to rile the remaining people of Lozeri into whipping up an inquizition and trying to cleanse the Shudderwood of its curse?
The Werewolves like their relatively peaceful existence. Most of them even try to integrate into the fringes of human sciety. Both of these things are endangered when affliced wolves are around.
IMC the werewolves (with the notable exception of the demonwolves) arte very cautious about "spreafding the curse", only using their bites if they fully intend to kill the target.
I also would them have react with extreme prejudice to a group of 4 newly afflicted and uncontrolled werewolves. Maybe even setting aside inter-pack hostilities to deal with them.

As for the vilkacys, I envision the monster as a kind of "spirit of the beast", the thing thats in control when an afflicted lycantrophe changes, now stripped of the human part of the equation. For such a creature only 2 types of beings exist: wolves and prey. this makes for an interesting roleplaying opportunity with a creature that normally is just an unusual combat critter. it might actually aproach the "newborn" Pcs, trying to tempt them to embrace their new self, becoming beasts in its own image. But alliance with a person thats not afflicted is not possible ( esp. seeing how its relations with such creatures are bound to end, given its canopic stone). for the vilkacys there are 2 possible solutions:
1. Assimilation: coerce the Pcs (afflicted and not) into willfully afflicting the last PC to have him join their pack.
2. Bloodlust: the Pc who is prey, must be treated as such, it will try to whip the oter pcs into a frenzy to make them kill their former ally. You could even give it an ability (ceg. call of the Beast) that can force afflicted lycantrophes into their hybrid forms (Will negates) to accomplish that.
if both approaches fail it might deem the PCs "unfit for the gift" and try to destroy them for not embracing their "true" selves.

2. How to handle control of Characters in the situation ?

Spoiler:

i think this is a great roleplaying opportunity. I would let my players remain in control of their changed characters, but have them roleplay their bloodrage. In the situation you described there are plenty of enemies they can focus that rage on( and that will attack them in kind, see 1.) So it is a bit like suddenly 4 characters are good ol frenzied berserkers.
Take care to describe the scene differently for the afflicted characters. Make the players enjoy their "powerup" , Try to make them revel in ripping their enemies to shreds, play up the empowerment side of the situation and encourage them to play the reckless monsters they have just become. (this requires quite a bit of trust in your players abilities and willingness on their part to embrace the situation. If that doesn`t work out to well for you, you could always take direct control of the characters in key-moments)
and leave the dreadful, gruesome side for the normal character, who sees their friends turn into savage beasts and make him fear for what might happen if they run out of enemies to kill.

You could also give your Pcs a bit of a warning about what is going to happen. Maybe they feel when the moon rises above the horizion, even if it cant be seen in the deeps of the woods, maybe they smell the vollensang (event 7) before they see them, maybe the vollensang outright tell them, because they can smell the curse, or instead of trying to drive the PCs away like they have before (at least IMC)they fully assault them, ignoring the PC whos not afflicted. ... That way they can prepare themselves mentally for the challenge.

3. How to cure the Pcs?

Spoiler:

The shrine where Estovion will be hiding has some options for you, but you might want to adjust them a bit.
1. there is a scroll of cure disease (Cl12). while normally this would auto-heal one PC, it only works within 2 days of contracting the curse, or until the first transformation. so it is too late for your Pcs. i would swap it with a scroll of break curse, which would maybe be the more sensible choice anyways, because the scroll was left there by a priest who wanted to heal his son, who was way beyond the threshold where cure disease would have helped.
2. Beladonna ( Wolfsbane) seems to have 2 writeups, once as belladonna in the CRB, which allwos you to reroll one save against lycantrophy contracted in the last hour and once as Wolfsbane in UE which doesnt seem to say anything about lycantrophy. [ I can´t find it in my copy of UE, but its in the SRD].
3.In the shrine are up to three bottle of a "magical wolfsbane-based tonic". As written they work as normal wolfsbane, but it wouldn`t be unreasonable to say that during his experimentations the priest created a form of concentrated wolfbane that is powerful enough to cure normal lycantrophy or allow a new save after any amount of time. it wasnt enough to help his son, but it will help the PCs.
I would connect such a wondrous cure with some hefty downsides though (like having the tonic count as 5 doses of belladonna, or a longer lasting highly allergic reaction to silver or ...) because lycantrophy is notoriously hard to cure and should still be portraied as such, so that the danger of werewolves, the main antagonist in the volume doesn`t loose its punch.

So in that particulart location are the means to heal 1 pc and give the remaining 3 another save, which might very easily be enought to cure all of them. Esp if they have hero points.

4. IMC there will also be a scroll of raise dead in there, because wih a 5 person party I ramp up the encounters and treasure a bit to keep them "on track" with their levels and WBL. the scroll will be there because the priest used so much wolfsbane and other remdeys on his son, he killed him and brought him back from the dead. Repeatedly. Until all remains of his sons soul and humanity where stripped away, creating the vilkacys. Maybe this can be used to cure one of the pc by cleansing throught death if they are really desperate (or one of the pcs dies during his first frenzy, a not too unlikely outcome).

Interesting in fact, i would really like to see how this pans out for your group and whether they are up to the (roleplaying)-challenge.

My Pcs too will likely reach the stairs n the first night of the full moon (maybe late evening), so far I have 1 infected PC, an antother who was bitten by the vilkacys but made her save.


added to my list of great adivce for RPGSS


Hi,

thsi year I hadn't as much time to prepare for this contest as I would have liked to have, so a quick idea and writeup had to suffice. Here's what I was able to come up with on short notice :

Mask of the Iron Facade
Aura faint enchantment; CL 3rd
Slot Head; Price 2,500 gp; Weight 3 lbs.
Description
This plain iron mask covers the whole face of its wearer, modeled to only show a vague, stoic expression to the world.
It always feels chilly to the touch and gleams as if slightly oiled.
When worn, the mask grants its wearer a +4 resistance bonus on saving throws against spells and effects with the emotion descriptor and the DC to use the sense motive skill to get a hunch about the wearer is increased by 5.
However all morale bonuses are halved for the wearer as long as he wears the mask of the iron facade.
Construction
Requirements Craft Wondrous Item, calm emotions; Cost 1,250 gp


RonarsCorruption wrote:

The first part bumps against autoreject 5: Item fails to follow game rules because no other wondrous item requires you to make a skill check to apply it to you.

there are exceptions ,

but such items are rare for a bunch of good reasons. One is the reliability of the item. if your Dc is too easy (depending on the price of the item) this requirement will almost become nonexistent, because the user literally can't fail the test. if the DC is high the item is only useable to a very specific subset of characters, for whom it will be again a nearly nonexisting requirement or it needs the expenditure of permanent recources (Skill points) to make reliable use of an item that might be discarded a few sessions later for something different.

The second reason is pricing. If activating your item has a chance to fail it definitely is worth less than an item with a 100% chance of activation. (most would even call those items cursed) . So an item that only works 50% of times might be worth 50% , or more likely 25% of an item that always works. But with skill checks the chance of activation depends on the character and level. so it might be anywhere between 0 and 100% (in 5% increments, of course)

I could go on rambling about this kind of stuff all day, but i will stop myself now. :)

With your item Fatespinner, this requirement is effectively a nonexistant one, because you only need to make the check to start wearing the item, and it can be made by anyone. So even if all the characters in the party are untrained in the skill and have a 10 int all it takes is about 3 tries (of unspecified duration) to attach the item to an shield to start using it and the check requirement never comes into play again. It's just an added layer of complexity on a fairly complex item that doesn't add much to the flair and functionality of the item.


Another tradition that greatly helps to reduce the anexity that build while waitng for the big reveal.

Show me what you got, give me all your funny, lauch-my-donkey-off, definitely less than serious, but definitly wondrous ( or heck even Wonderous) items.

Double Rainbow

This composite Longbow +1 is crafted from a multitude of different woods and strung with 2 different bowstrings.
Arrows fired from the strings, also duped the String of the Cloud and String of the sun respectively are imbued with different abilities depending on the string.

String of the cloud: Any creature hit by an arrow fired with the string of the cloud must succeed on a DC 13 Will save or a small cloud appears above its head, showering it with heavy rain ( see weather effects) for 1d4 minutes. if the Attack was a critical hit the DC increases by 2 and the creature suffers an additional 1d6 of cold damage.

String of the sun: Any Arrow fired form the String of the sun resembles a fiery sunray, dealing fire damage instead of weapon damage. If the attack is a critical hit, the creature suffers an additional 1d6 fire damage and is illuminated as dancing lights

combined effect: Any creature under the effects of the String of the cloud that is hit by an arrow fired from the string of the sun mus succeed on a Dc 13 Will save or be dazed for 1 round. If one of the attacks was a critical hit it must make a DC 15 Will save instead or targeted by a Rainbow pattern instead. If both attacks were a critical hit it is targeted by a prismatic spray (DC 17)instead and the double rainbow breaks in half.

ok, that was a long & complicated one. I
ll come up with something shorter and funnier soon :)


The last few years I had a whole Bunch of items to display here (most of which are still linked somewhere in my profile), but this year I didn't have the time to explore and write up many ideas, so all I have to share this year is a few rough -hewn ideas I pondered while the deadline approached.

One of them was (whipping up a writeup from scratch):

Rusting Dust
this thin leather bag is filled wirth dust from a Rust Monsters antennaes and designed to rupture on impact. It can be thrown as a spash weapon and explodes in a 10ft burst when it hits a creature or a hard surface.
Every exposed metal Weapon or armor in the are must suceed on a DC 15 Fortitude save (DC 17 for Armor worn by a creature that was directly hit)
or gain the fragile Weapon or Armor quality for 1d4 hours or until being carefully cleaned (whichever comes first)

I liked the idea of Using the new fragile quality to make "rust"-like attacks more interesting and less frustating, but this idea was way to colse to an alchemical item for my comforts, also it would cause too much hastle at the table , causing possibly a lot of saves for equipment ( a rule not every group is fmailiar with) and the need to track the qualities by piece of equipment, and remember them with nearly eyery attack roll that is made.


Matthew Morris wrote:
At first I thought it was how many entries they received.

So did I.

Good luck to all who entered, no matter how many of you are out there!
And a happy and forunate new Year to simply everyone!


There are many, many pieces of great advice sprinkled through the archives of the last 5 years of RPG-Superstar, coming from judges, winners, Top XX contestants, or just regular paizofolk alike.
So theres a lot to learn when reading through the archives, but who's got the time to read through the nearly 50,000 posts?

Luckily I made a consolidated list of advice

I don't claim that its even nearly complete, but it should give you some pointers on where to look and at least a few pieces of real insight.

If you've found something that you think should be on the list, simply call out to me :)

Now I hope nobody has to miss out on some of the more valueable lessons in item design that have been discussed, simply because they are here for the first time around.

But wiht all the advice of the world theres one thing you need to to for yourself:
Get some practice!

There've bben wuite a few practice/perr-review threads around here and I'm sure there are more to come this year.
Only practice allows you to take that adive to heart and hone your skills.
Wirte down many if not all of your item ideas, even if you know they aren't superstar. The one idea that will become your submission is just around the corner, and you'll better be ready for it.


Ah, great, thats a good one.

LISTED

I'm going to check if there were other useful threads and posts like this in the same timeframe,


last year I started compiling a LIST of all the wonderful and often buried pieces ofadvice that might help us all become better designers. (or simply improve our chances in the contest)

I linked it above and just to be sure nobody misses out on it its here again:

Great Pieces Of Advice For Rpg Superstar

I've also added this thread to the list, which means it's kind of recursive now.

If I've missed something be sure to point it out and I'll add it to the list asap

edit: seems like some of the entries are broken. I'll try and fix them

EDIT2: readding them to the list doesn't semm to work. but you can use them by cicking on the portraits next to the entries.


Take improved Initiative for a +4 bonus.
edit: Ninja'd


Congrats to Dean. looking forward to your great work.

Any word on the number of second-price winners and/or total contestants?


wraithstrike wrote:

From my book(page 88, combat chapter)

Run
You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.
You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run,
and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal
move action.
You can’t run across difficult terrain or if you can’t see
where you’re going.
A run represents a speed of about 13 miles per hour for
an unencumbered human.

I don't see anything about running in a straight line.

:D


beej67 wrote:
Azmahel wrote:
Works, but note the changes to dispel magic, the fact that the CL is 7th ( thus having a chance of 25% or lower to actually dispel something) and the fact that at 10th level a babau will be rather fragile, and if it is killed it can't be summoned again for 30 days.

Interesting.

The "25% or lower" thing - just trying to follow your logic: 7th level caster means the dispel check is going to range from 8 to 27, with a median value of 18.5ish. DC for dispel is 11 + caster level, so he'd be dispelling caster level 6 stuff on a die result of ten or better. Correct? When you say "25% or lower" you're assuming he's going up against CL 10 or higher effects, correct?

I hadn't considered digging down to the dispel DCs. Thanks.

Right, assuming a average CL of 10 or 11.


Works, but note the changes to dispel magic, the fact that the CL is 7th ( thus having a chance of 25% or lower to actually dispel something) and the fact that at 10th level a babau will be rather fragile, and if it is killed it can't be summoned again for 30 days.


Epic Meepo wrote:


Hydro wrote:
My takeaway is that psionics lean more towards faux-science, while magic leans more towards faux-mythology.

I took the exact opposite approach. I specifically avoided any monster that had a futuristic, scientific feel, because I suspect that sort of flavor prevents psionics from being accepted by a wider audience.

For each of my monsters, I asked, "Can I imagine Conan fighting this monster? Can I imagine Gandalf fighting this monster?" The answer had to be 'yes' to at least one of those questions before I considered including the monster, because I wanted a list of monsters that would appeal to the widest possible fantasy RPG audience.

My entries too were more along a pulp angle, but I kept in mind to keep them suitable for standard fantasy, even as slight oddballs.

After all Psionics has to set itself apart from standard fantasy and magic, otherwise there would be no need for psionics.

So while imagining gandalf or conan fighting my monsters would feel odd, doing the same with Seoini and Valeros for example would work fine.


Swamp Druid wrote:
For those of us who haven't used psionics before, what makes a creature feel psionic?

If you take a look at existing pisonic monsters and Prcs ( like in the Dreamscarred beta documents) you will see some themes emerging.

The most important common denominator will be "manipultaing stuff with the POWER OF MIND". Thats what sets psionics apart from magic.Magic is most times about manipulating outside forces to achieve effects (e.g. with words and gestures of power), while psionics always originate from the sheer power of the mind of the respective creature.

(Other common themes seem to include crystals, brains, tentacles and weird gooey stuff ;) )


I certainly don't want to interfere with the contest. So not posting before the deadline, and staying mum around the reveal are absolute musts.
I can also live with not posting before the reveal, or even before voting is finished. Whatever is necessary not to step toes.

can't see my first post, so this might be a duplicate


I certainly don't want to interfere with the contest. So not posting before the deadline, and staying mum around the reveal are absolute musts.
I can also live with not posting before the reveal, or even before voting is finished. Whatever is necessary not to step toes.


Ok, by now you all should know the drill.

You can see the round 3 rules here.

In this round we want even less overlap with the real contestants than in the last round. So in addition to the "don't post before the deadline or shortly after the reveal" rules I would like to present the following options:

1. Wait until the villains are revealed and choose an image that wasn't picked by one of the Top 16.

2. Pick one of these images:

Spoiler:

#33
#34
#35
#36
#37
#38
#39
#40
#41
#42
#43
#44
#45
#46
#47
#48
#49
#50
#51
#52
#53
#54

Note: I picked these with a quick scan of the available avatars. If there is one these already is a famous golarion NPC or AP villain, i didn't know, but that shouldn't hold you back reinterpreting the image with an all new idea ( and not just rehashing the person in question)

3. Use an archetype from one of the reject threads. (extra challenge: don't use one of your own)

Like Curaigh said in the last thread this is meant to be a training thread for the contest, so try to follow all the rules of the rounds.
(If you just want to show of your awesome villain concept, I'm not gonna stop you, by extension of rule #0: Have fun)


gbonehead wrote:
Azmahel wrote:

Diadem of the Spider

Well, I like the visuals of the item, but it degrades too much into a SAK of defensive effects. Also I'm not sure if the swarm should still be active as a swarm, when it is forming a swamr armor.
Also Bee-men. ;)

Too bad the real point of it doesn't come across - to help parties that are being creamed by a swarm by taking control of it. As a GM I've repeatedly seen low-to-mid-level parties having serious trouble with swarms, especially fine or diminutive ones.

I see that problem too, but there is a huge gap between defending against something and taking control of it. (on page 1 or 2 was a beekeepers crook or something like that you might want to check put)


Wow. So this IS something big?


James Jacobs wrote:
(cackles in delight at the anticipation)

Board magic lets me see your comments at least* MUAhaha*

edit: not the first one in for the party....


simply make it a standard action. that way you are safe.


Cody Coffelt wrote:
Azmahel wrote:
Nice. I too pondered how evolution points can be harnessed by other classes (making them really worth all the space they take up). And mutagens are really a perfect fit. So perfect in fact that i would be surprised if there wasn't something like this in Ultimate Magic or Combat.
It's something I was really pushing for during the APG playtest. Evolutions just take up a huge chunk of the book for one feature of one class to use them alone. I went with the Hound Master because I felt it would play with the audience a little better than Mutagenist. Allowing evolution points can be a bit of a can of worms, and I didn't want to carry over the Stigma of summoners. I think more people may dislike summoner than cavalier. Looking at Ryan's comments on the Fleshbinder alternate archtype it seems that I wouldn't have had much fear from 'can of worms' after all.

I think that you chose well, given the popularity of the hound master.

That said, I too think that the mutagenist would have passed too, but not as elegantly. You Aceing this round might help you glancing over problems in the next after all.


Here is another one I just typed up. might need some spit and polish and is skirting the wordcount more than I would be comfortable with.

Weapon-bound Soul(Fighter)
Even more focused than a weapon masters a weapon-bound soul forges a strong connection to a single weapon, often a heirloom or symbol of great personal significance. He uses this weapon to the exclusion of all others and often even treats it as an extension of his own will and personality.

Weapon Mate(Ex) At 1st level a Weapon-bound soul gets a masterwork weapon of his choice. This weapon may be made of alchemical silver or cold iron. He receives a morale bonus equal to 1/2 his level on Craft checks made to repair or add magical abilities to the weapon.

Inseparable Friendship(Ex) At 2nd level, a weapon-bound soul gains a +2 bonus on CMD against disarm or sunder attempts made against his weapon mate. This bonus also applies to saves against effects that would damage or destroy his weapon mate. This bonus increases by +1 for every four levels beyond 2nd. This replaces bravery.

Weapon Training(Ex) At 3rd level a weapon-bound soul gains a +1 bonus on attack and damage rolls with his weapon mate. The bonus increases by +1 for every four levels beyond 3rd. This replaces armor training 1,2,3 and 4.

Weapon bond(Su) At 5th level a weapon-bound soul receives Master Craftsman as a bonus feat and He can add magic abilities to his weapon mate as if he had the appropriate feat. This replaces weapon training 1.

By My Side(Su) At 9th level the weapon-bound soul can, as a swift action call his weapon mate to his hand from up to 30 feet away. The weapon mate must be unattended and able to reach the weapon-bound soul for this ability to work. This replaces weapon training 2.

Life bond(Su) at 13th level a weapon-bound soul may, as a move action repair any amount of damage to his weapon mate. He then suffers the same amount of damage. He may also use make whole on his mate 1/day. At 17th level He may use this ability 3/day. This weapon training 3 and 4.

Weapon Mastery(Ex) At 19th level a weapon-bound soul gains weapon mastery, but the bonuses only apply to his weapon mate. This is otherwise identical to the normal weapon mastery.

Soul bond(Su) At 20th level a weapon-bound soul imbues his weapon mate with a part of his soul. The weapon mate becomes an intelligent item with appropriate personality and abilities.
If the weapon-bound soul dies he will be resurrected on the next dawn at the side of his weapon mate and if the weapon mate is destroyed it will reform on the next dawn at the side of the weapon bound soul. This replaces armor mastery.


Cody Coffelt wrote:
Azmahel wrote:
Serpent wrote:
As far as I know, nothing in the contest rules says you cannot post your rejected entries, but of course, individual voters may choose not to vote for you if they think it's "a cheesy way to garner extra votes", as Azmahel put it. Personally, I want to see your rejected archetypes, and I won't let them affect my round 3 votes one way or another.

I won't ding anyone either, but I think that there are people who would. (Or seeing a not well polished entry here decide not to vote)

But enough worrying. show me what you've got :)

Very well, you have coerced me. This is rather unpolished and not beaten with the grammar hammer, but the mechanics and gist of it are in place.

** spoiler omitted **...

Nice. I too pondered how evolution points can be harnessed by other classes (making them really worth all the space they take up). And mutagens are really a perfect fit. So perfect in fact that i would be surprised if there wasn't something like this in Ultimate Magic or Combat.


jeremy.smith wrote:
Hydro wrote:
Ambrosia Slaad wrote:
Hexcaliber wrote:
...Here's to hoping someone else submitted...pseudo undead psionic entity, because that would be a cool great minds think alike moment for me.

Awesome! Just like yours, my undead was extra handsome, eternally young, and even sparkles in the sun! SQUEEEEE! [/insane fangirl]

...

No. No. NO! Death to sparkly vampires! :)

I still say Twilight vampires are actually D&D maenads. Drinking blood, unique powers, outrageous histrionics, sparkling in sunlight, etc etc.

You shut your amphibious mouth!

BTW, Swamp Druid - that's the same way I design monsters - come up with the concept and feel, and then make the mechanics match that. :)

As do I, but I made sure that the concepts were inherently psionic in background and feel.


congratulations to the top 16 for making it to the next round of the contest.
and to the other 16 for making it that far in the contest. you already beat countless others.


cont'd

Staff Head of the Dragon Lords:

Spoiler:

Staff Head of the Dragon Lords
Aura Strong Transmutation; CL 17th
Slot -; Price 110,000 gp; Weight 1 lbs.
Description
This bauble, two ornate dragons twisting around a brilliant gemstone, fits onto any magical staff. As a standard action the dragons animate and latch onto a staff held by the user, and remove themselves in the same manner.
The trinket is treasured by dragons for its ability to return power to staffs within the dragon's hoard. Once per day, after the bauble has been latched onto a staff for at least 24 hours, the user may return one charge to the staff it is attached to. To do this the user must expend a spell of the highest level the staff is able to cast along with magical reagents worth an amount of gp equal to the highest level spell in the staff times ten. This ability cannot restore staffs that no longer hold any charges.
As a secondary function, the attached dragons can be commanded as a standard action to release all power within the staff as a reckless breath weapon of magical energies. Every charge in the staff is released in a 60 ft. cone shaped blast. Every creature within the blast recieves a reflex save for half damage, DC 17. The damage dealt is equal to the number of charges expelled times the highest level spell in the staff divided by the number of squares away from the user (rounded down). Using this function is risky, there is a 20% chance the user is affected by the blast (distance treated as one for damage). Unattended objects also take the damage.
Construction
Requirements Craft Wondrous Item ,creator must be able to cast spells of at least 9th level; Cost 55,000 gp

So this 1: allows me to recharge another charge per day to a staff? Meh.
And 2: allow me to dicharge the staff in a blast that deals an ammount of damage that is so hard to calculate that i donn't want to use it.

Ruby Monocle of Mind Bending:

Spoiler:

Ruby Monocle of Mind Bending
Aura moderate enchantment; CL 7th
Slot eyes; Price 31,500 gp; Weight -
Description
This item consists of an expertly cut, multi-faceted ruby lens in a bright golden frame, with a thin matching chain attached to the side. When the command word is spoken, the ruby lens glows with a swirling, hypnotic light. One creature that can see the wearer, and is within 30 feet, that fails a DC 16 Will save must immediately make a single melee attack. This attack must be against one creature within the target's reach or it may be against the target itself. This choice is made by the Ruby Monocle's wearer. The target uses it's normal attack bonus and damage for this attack but the Ruby Monocle wearer may augment this attack with any appropriate feats the target may possess, such as Power Attack or Vital Strike, but may not use feats that allow the target to attack more than one creature, such as Cleave. The Ruby Monocle reveals to the wearer any suitable feats the target possesses for the purpose of this attack, but does not reveal any other feats the target may possess. The power of the Ruby Monocle may be used three times per day. The monocle does not impede the wearer's sight in any way.
Construction
Requirements Craft Wondrous Item, confusion; Cost 15,750 gp

3/day force someone to attack a creature of your choce, including itself? Meh. Not overly creative in concept and way to complicated in execution.

Archers' Elemental Glove:

Spoiler:

Archers' Elemental Glove
Aura moderate transmutation; CL 6th
Slot hands; Price 36,000 gp (green), 36,000 gp (white), 36,000 gp (blue), 36,000 gp (red); Weight --
Description
These gloves comes in one of four different varieties, each made from a different type of dragon skin. Each glove is attuned to a different element (green for Acid; white for Cold; blue for Electricity; red for Fire). When worn by an archer it replaces the physical damage of each arrow fired with its assigned elemental type. Once the arrow has finished its flight the magical energies dissipate and it returns to its original state. Upon a critical hit, the arrows explode in a small burst of their elemental energy, dealing an extra +1d4 damage of the glove's type.
Construction
Requirements Craft Wonderous Item, Elemental Spell (Metamagic), elemental touch, magic missile; Cost 18,000 gp

I don't see the need to list so many prices if all variants cost the same.
So this is basically a way to circumvent DR , but being hindered by elemental resistance instead.
Normally Elemental resistance is higher than DR ( or even pain immunity) so this isn't a too bad change, but I have the feeling that this should be a weapon special ability or specific magic weapon.
Also what makes an archer? Does a fighter with a bow get this? A sorcerer? Anyone with Weapon focus bow?

Spectacles of the Second Sight:

Spoiler:

Spectacles of the Second Sight
Aura faint divination; CL 5th
Slot eyes; Price 7,500 gp; Weight —
Description
Though the mirrored eye-shaped lenses on these ornate silver spectacles constantly blink open and closed, they do not hamper the wearer’s vision in any way. As a move (manipulation) action, the wearer may make an opposed Perception check to catch the open eyes of any visible two-eyed creature within 15 feet.
If successful, the lenses cease blinking, take on the appearance of the target's eyes, and the spectacles become charged. As a swift action, the wearer may discharge the spectacles; for the next five minutes, she replaces all her visual abilities and attacks with those of the target at time of charging. This includes darkvision, low-light vision, light blindness, light sensitivity, skill ranks and bonuses in sight-based Perception checks, and magical, spell-like and supernatural effects that rely on sight (such as true seeing or a paladin's detect evil). If the target possessed a gaze attack, the wearer may actively gaze towards one creature of her choice during the discharging period. The DC for any effect remains the same as if it was derived from the original target. The spectacles cannot grant base Wisdom modifiers or any ability acquired from a magic item. After five minutes, the lenses regain their mirrored sheen and may again be charged.
A charge may be held indefinitely, but is immediately lost if the spectacles are removed. A creature may not have their vision mirrored by a pair of spectacles of the second sight more than once in a 24-hour period.
Construction
Requirements Craft Wondrous Item, arcane sight; Cost 3,750 gp

Eye-shaped mirrorshades that blink? What?
Move actions don't have descriptors like (manipulation) . Basically every move action that isn't movement I used to manipulate something.
There already are rules for gaze attacks ( making eye contact) No need to invent different ones. Why an opposed check, most likely your opponent does not eyen know that he's supposed to avoid eye contact.
I don't like ability copying items. This could be a cheap way to double the use of a true seeing spell for a party. (and without spending extra materials)
Unlimited uses of this for 7,500 gp? Way underpriced.
Base wisdom modifiers? What does that have to do with sight based effects? And what is a base wisdom modifier? (ah, I see, it supposed to be for perception checks... still don't like it)

Athame of the Master:

Spoiler:

Athame of the Master
Aura moderate necromancy and strong transmutation; CL 17th
Slot -; Price 100,302 gp; Weight 1 lbs.
Description
This unassuming stone dagger is a powerful tool in the hands of any caster, as it allows them to cast spells using their own vitality or that of another. As a move action a caster may choose to target themselves and deal damage in place of losing a prepared spell or spell slot. The amount of damage taken is equivalent to 5 times the spell's level, for instance casting a 5th level spell would require a sacrifice of 25 hit points. The wielder of the athame may use a willing target in their stead to power the blade's magic. Using a willing target functions the same way as when the wielder is the selected target. If the target is unwilling, it must have the helpless condition. Using the athame in this way is an evil act. If used as a weapon, it is treated as a +1 vicious dagger.
Construction
Requirements Craft Wondrous Item, Craft Magic Arms and Armor, Enervation, Mnemonic Enhancer; Cost 49,802 gp

the last sentence is a auto disqualify. This isn't a wondrous item, this is a magic weapon.
100,302gp? Not 100,301 , not 100,303? Why that specific? (302 for the masterwork dagger, eh? Again magic weapon DQ)
Recharging spellslots by damage is bad. Simple breaking example: Cleric casts Heal with this item on his buddy. Looses 30 HP. Then casts heal on himself, looses 30 Hp , but gains 90. net gain: 90 hp for ally , 30 for cleric. But you don't need heal! CLW. Loose 5, gain 1d8+5. So as long as the groups cleric has the athame: free healing for everyone! Which in turn means free unimited spells for everyone, because they can spend HP to cast spells.

Naturesmith Gloves:

Spoiler:

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

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

Is it 3/day or 15 cubic feet per day? Or 15 cubic feet, distributed among 3 uses per day?

Goggles of Twisting Sight:

Spoiler:

Goggles of Twisting Sight
Aura Faint Abjuration CL 5th
Slot Eyes Price 14 250 gp Weight ½ pound
Originally created by fey artisans as protection against the gaze attacks of fell creatures, the world viewed through the goggles of twisting sight is an ever shifting riot of colors and distortion. The design has been copied by other races since then, though none have successfully eliminated the effects detrimental to non-fey. Anyone donning the goggles for the first time must make a DC 14 Will save or be dazed for 1d6 rounds, as their mind adapts to its new perception. While worn, the distorted view through the goggles offers a +4 resistance bonus on saves against any gaze or sight-based attacks. Fey can wear the goggles with no ill effect. But because their minds are not as comfortable with distorted reality, non-fey wearing the goggles suffer a -2 penalty on all sight-based Perception checks, as well as a -2 penalty on saves versus illusion spells and spell-like effects. Additionally, each time the non-fey creature removes the goggles there is a cumulative 5% chance (to a maximum of 50%) that their mind will become addled adapting back to reality; the wearer is affected as if by a confusion spell, caster level 5th.
Goggles of twisting sight offer an additional benefit to gnomes in particular, and gnomes often seek or craft them for this reason. Any gnome wearing the goggles at the appropriate time receives a +2 resistance bonus on their Will save to stave off or recover from the effects of the Bleaching.
Construction
Requirements Craft Wondrous Item, color spray, resistance Cost 7125 gp

This is a very weird, limited cloak of resistance with a large set of drawbacks and side effects.
This costs 14,250pg which is a lot compared to the 16,000 of a full cloak of resistance +4
the belaching effect, while nice seems lie a shout-out tack on to golarion. (is bleaching covered in that much detail in the rules? I don't know about it)

Leatherback Cloak:

Spoiler:

Leatherback Cloak
Aura Faint Evocation, Necromancy and Transmutation; CL5th
Slot Shoulders; Price 29000 gp; Weight 1 pound
Description
Crafted by shamans from the Mwangi Expanse to the Lands of the Linnorm Kings, this leather cloak is often fashioned from the backs of the turtles from which it draws its name. This can be seen in the item’s unusual shape, a semi-rigid oval that gives its wearer a slight bulge across the shoulders as if wearing a burden across his back. Odd though it may look, the Leatherback Cloak has helped many explorers survive in inhospitable environments.
Upon donning the cloak its wearer gains a +2 enhancement to his natural armor. Once per day as a standard action, its wearer may fall upon their knees and offer a small prayer for shelter to the spirit of the leatherback turtle and gain the benefit of a Tiny Hut spell, for a duration of 8 hours. Lastly, once in the Tiny Hut, as a standard action, the wearer may offer a small prayer of succor to gain the effects of Nap Stack. The effects of Nap Stack only benefit a user once per week.
Construction
Requirements
Craft Wondrous Item, Barkskin, Tiny Hut and Nap Stack; Cost1,500 gp

+2 Nat armor, tiny hut and nap stack? SAK and SiaC. And not enough mojo to redeem it.

Threads of Discourse :

Spoiler:

Threads of Discourse
Aura strong divination; CL 9th
Slot ring; Price 2300 gp; Weight 0 lbs.
Description
Threads from this golden spool allow two to four intelligent creatures (Int = 3+) to communicate anywhere on the material plane during a communal dream.
When tied into a bow around each user's finger, strands of this variegated thread produce a shared, trance-like, dream state, with the five senses filtering through individualized dream worlds. If sleeping, unwilling wearers receive no save to resist, but strands may be untied while still awake. Spell resistance functions normally. Dreamers retain shared information (including learning new spells if otherwise possible) upon waking, but no physical exchanges or spell effects extend beyond the dream. Any new spell learned must be recorded normally within four hours after waking, or be lost.
All dreamers must tie their thread on the same relative digit or suffer a 10% chance (each) of being excluded to their own dream world.
The effect begins one hour after the first wearer falls asleep, affects the first four dreamers per spool per night and lasts four hours. Threads cannot be stacked to extend time or add dreamers, nor can any user participate in two dream worlds at once. Threads must come from the same spool but can be cut and separated up to twelve months in advance.
Waking ends that user’s participation, and allows the others a perception check (with +5 insight bonus) to wake themselves.
A strand lasts indefinitely until worn while sleeping, then degrades to dust. When empty, the spool can be reused for a 20% discount on construction costs. A full spool contains twenty-four threads; each dream requires one thread per dreamer.
Construction
Requirements craft wondrous item, Dream, Telepathic Bond; Silken tresses sacrificed under a vow of Silence, Cost 1150 gp

Aura should be moderate.
Ring slot is a DQ. Rings are not Wondrous items.
(including learning new spells if otherwise possible) What? Can 2 sorcerers use these to get additional spells known? I simply don't understand this and your writing in general needs to be tidied up. Spells learned must be recorded? So only wizards can use it? So I can write down 4th level spells at most, because all other spells take longer to write down than 4 hours?

Nightmare Flask:

Spoiler:

Nightmare Flask
Aura faint abjuration; CL 1st
Slot neck; Price 1,750 gp; Weight 1 lb.
Description
This smoked glass flask is capped with a pewter skull crying tears of chains which loop to form a raspy necklace.  Embossed with the ebon seal of the Umbral Court, these flasks are often worn by Nidal's shadow-touched aristocracy and the clergy of the Midnight Lord. If the flask is empty and the wearer would become shaken, frightened, panicked, or start cowering, the wearer does not suffer that condition; instead, the fear is diverted and manifests inside the flask as a shadowy essence. The essence swirls and hisses restlessly while contained but cannot escape the flask and cannot be poured out. The flask may be used an unlimited number of times per day but must be emptied in between each use.  The only way to empty the flask is for one willing sentient creature (which may or may not be the wearer) to drink the essence within.  Tricking or coercing a creature into drinking the essence is an evil act.  The drinker must succeed at a Will save (DC 15) or suffer as if subjected to a nightmare spell (a supernatural ability). If the flask is destroyed (hardness 1, hp 2), any essence within vanishes into the plane of shadow, traveling thereby to return to the former wearer from whom it was originally diverted, affecting that creature as if he or she drank the essence (Will save at an increased DC 25). A drinker may voluntarily fail the save against the nightmare effect, an act considered an offering of fear and pain to Zon-Kuthon.
Construction
Requirements Craft Wondrous Item, remove fear; Cost 875 gp

Targeting nightmare at waking creatures has a bunch of unwanted consequences.
What if you are already affected by a nightmare spell, or immune to its effects (fun fact: Elves don't seem to sleep in pathfinder, despite any efforts to the contrary ;) see last line of the nightmare spell)
Otherwise this pretty much is a “fear syphon” ;) (hint at my own line of items), so I have to like it.
The basic concept at least. Locking away fear , but having to re-confront it in your dreams is pretty cool.

Mask of Dou-Bral:

Spoiler:

Mask of Dou-Bral
Aura moderate transmutation; CL 12th
Slot head; Price 85,000 gp ; Weight 1 lb.
Description
The priests of Shelyn craft these beautiful masks to honor their goddess's faith that her half-brother Dou-Bral, despite his terrible transformation, will one day be restored to her.
This adamantine mask has eye and nostril holes, but no mouth opening. It functions only once the wearer swears a nontransferable pledge to protect one person they deeply trust and love. Siblings, lovers, and parents most commonly take up Masks of Dou-Bral. When attached with the leather straps and drawn down upon the face the mask activates, bonding with the skin, its metal flowing down to envelop the entire body.
This metallic skin grants immunity to ingested and contact poisons, damage reduction 3/adamantine, an armor bonus of +8, and spell resistance 13. The resistance increases by 1 for every level subsequently earned while protecting the loved one. Further, all unarmed attacks do lethal damage as adamantine weapons. The skin imposes no armor check, dexterity, or arcane spell failure penalties but wearing it while resting does cause the Fatigued condition.
The activated mask makes eating, drinking, and vocalization impossible. Only Shelyn's name spoken by the pledged love one will deactivate the mask. A break enchantment spell frees the wearer but the mask will henceforth reject both partners.
If a wearer dies protecting the loved one, the mask may be substituted for the material component of a raise dead or resurrection spell. The mask is destroyed unless its spell resistance is 15 or greater. In this case the mask is preserved but resets to its base of 13.
A mask worn by a wearer who's loved one dies is instantly ruined, the metal face cloven in two.
Construction
Requirements Craft Wondrous Item, shield other, instant armor; Cost 42,500 gp

Naming an item after a god ( even a god that now has a new name) pretty much sounds like this was his personal mask, and therefor is at least an artifact.
Bleargh- Italized background info.
DR, huge Armor bonus and Spell resistance? Wow. Bracers of Armor +8 alone cost 64,000. at least 15,000 for the DR (adamantine), 20,000 for Sr, pus multipliers for all in one slot. So this is underpriced.
Items that grow with the character are impossible to price and what resistances grow exactly?
How is determined if a level is gained protecting someone?
Very few Parents or lovers will be able to afford this.
What counts as a person you deeply love and trust is impossible to define. (and many characters deeply love and trust themselves, does that count? )
Why use break enchantment, if you can simply say “Shelyn “ and deactivate it?
Many more issues here. Feels a lot like a home campaign item.

Belt of Sudden Elasticity:

Spoiler:

Belt of Sudden Elasticity
Aura moderate transmutation; CL 11th
Slot belt; Price 61,900 gp; Weight 1 lb.
Description
This pliable leather belt appears to have a plain silver buckle. If examined closely, the owner sees a continuous roiling throughout the buckle. While worn, the wearer feels as if they are able to twist their body into almost any position, granting a +5 bonus to all acrobatics checks. Upon speaking the proper command word the wearer appears to take on an undulating form allowing their limbs to stretch well beyond normal reaches. This grants the wearer reach as if they were two size categories larger, while still retaining their normal size. The wearer can activate the undulating form as a free action for a total of up to 10 rounds per day.
Construction
Requirements Craft Wondrous Item , cat’s grace, fluid form; Cost 30,950 gp

the name is a bit goofy, but i'm intrigued to know what this tiem does.
Only by feeling as if I get a +5 bonus?
Rubber-flubber arms! Glad you avoided all sorts of pitfalls with this and kept it simple.
Too silly and comic-superhero-y for my tastes, but otherwise pretty cool, I just wish this did a bit more than increasing range and +5 to acrobatics. Like squeezing or,...

Mask of the Demon Hound:

Spoiler:

Mask of the Demon Hound
Aura moderate transmutation; CL 5th
Slot head; Price 27,000 gp; Weight 3 lbs.
Description
Although some resemble the snarling visage of a fiendish mongrel, a mask of the demon hound gains its name from its function, rather than its form.
Crafted from sulfurous demon-hide, a mask of the demon hound grants its wearer the scent ability against creatures of the outsider type. For the purpose of this ability, outsiders with the evil subtype are considered to emanate a strong scent, while evil outsiders with more than 10 hit dice create an overpowering scent. Particularly foul environments – such as evil-aligned outer planes – may mask lesser scents. Abilities or effects that protect against divination or other magical detection have no effect on the scent function of the mask, which is a supernatural ability.
The mask of the demon hound also obscures the wearer’s alignment, shifting it one step towards chaos and one step towards evil for the purposes of spell or supernatural ability effects and item requirements. A lawful good character, for example, would be considered neutral when targeted by a detect good or holy smite spell and could wield an anarchic weapon without suffering a negative level. The wearer’s actual alignment is unchanged.
Construction
Requirements Craft Wondrous Item, beast shape I and misdirection or undetectable alignment; Cost 13,500 gp

Name screams Monster in a can.
Outsider sniffing is kinda cool, but this still fells like monster in a can.
The alignment masking goes a bit far in my book. Masking it for detection spells is fine, but everything else is unnecessary overkill.

Paranoid Charm:

Spoiler:

Paranoid Charm
Aura faint abjuration; CL 5th
Slot neck; Price 4,000 gp; Weight .5 lbs.
Description
This amulet is crafted in gold, often in the form of a humanoid face bearing a pained expression. The amulet can be activated once per day, upon which for the entire 24 hour duration it will either confer a +4 enchantment bonus to the wearer's AC or absorb 60 points of damage of *only* the most recent physical (blunt, slash, pierce) or energy (acid, fire, cold, electricity, force) damage of two hit points or greater inflicted upon the wearer in the past day.
The amulet cannot be activated again or have its type of protection altered during its 24 hour duration and removing the charm from your neck ends any conferred bonus immediately. Whenever the amulet is donned, it cannot yet be activated until the wearer suffers at least two hit points of any of the applicable types of damage noted. Likewise, if the wearer does not suffer any of the applicable types of damage in over 24 hours, he must suffer enough damage of any of the applicable types before it will activate again; non-lethal damage does not satisfy the damage prerequisite for activation of this item.
Construction
Requirements Craft Wondrous Item, shield, protection from energy; Cost 2,000 gp

A charm that is paranoid? Duh?
.5 lbs is unusual and easy to mistake for 5 lbs.
+4 enhancement to AC is worth 16,000 gp alone. So this is way undercosted.
(Check out my straps of adaptive protection in the voluntary reject bin and any feedback aboout it. Might prove insightfu to you)
the limitation is a non-issue, because it is pretty trivial to deal 2 points of the kind of damage you want to be protected against. And even more trivial to heal it.

Hammer of the Master Craftsman:

Spoiler:

Hammer of the Master Craftsman
Aura: moderate transmutation
CL: 9th
Slot: -
Price: 28,000gp
Weight: 2 lbs
Description:
The hammer normally appears much like a mundane hammer with Dwarven runes carved into its head. During the act of forging, these runes will glow white hot, even if the hammer itself is still cool.
When crafting a mundane item, or any item crafted using the Craft Magic Arms and Armor, Forge Ring, or Craft Wondrous Item feats, this hammer allows the user to complete his work much more quickly than normal.
While crafting (or repairing) a mundane item using the Hammer of the Master Craftsman, instead of comparing the craft check result (craft check times craft DC) against the item’s value in silver pieces, compare it against the item’s value in gold pieces to determine the amount of progress made.
When crafting an item with the Craft Magic Arms and Armor, Forge Ring, or Craft Wondrous Item feats while utilizing the Hammer of the Master Craftsman, crafting time is determined at a rate of 1 day per 5,000gp of the item’s value instead of 1 day per 1,000gp of the item’s value.
In addition to the above effects, this item may also be used as an improvised hammer in combat (use the stats for a light hammer). Instead of dealing damage, on a successful attack, the attacker may choose to impose the broken condition upon one piece of equipment currently being worn or wielded by the target. There is no save for this effect.
Construction:
Requirements: Craft Wondrous Item, Fabricate, Crafter’s Curse (Advanced Player’s Guide)
Cost: 14,000gp

speeding up crafting might be useful, but not very exciting. And auto-applying the broken condition to any piece of equipment is very powerful (halving armor bonuses? ! ) and makes this more of a magic weapon.

Sneak Thief's Bluff:

Spoiler:

Sneak Thief's Bluff
Aura moderate transmutation; CL 9th
Slot neck; Price 16,500 gp; Weight 2 lbs.
Description
Popular among the Sczarni caravans that wander Avistan, this large heavily embroidered scarf resembles the ceremonial kapenias of the Varisian people and is adorned with intricate embellishments and symbolism of their culture. Its colorful swirls and rolling patterns make it well suited for the complicated illusions and misdirection of Sczarni street performances.
The scarf grants the wearer a +2 competence bonus on any perform check made using it. If the wearer maintains such a performance using the scarf for at least two consecutive rounds before an individual or audience, she can fling a portion of it towards a target within 20ft. three times per day as a standard action; the scarf snakes towards the target, wrapping around a chosen trinket, granting a +3 competence bonus to combat maneuver checks to steal the item. The wearer must select the item before the check is made and there must be an unimpeded line of effect between her and the target for the scarf to reach its destination. The scarf may not retrieve individual items from fastened containers, remove clothing, or disarm opponents.
A successful theft is always immediately noticed by the target unless the wearer attempts another perform check on the following round against an opposing sense motive check from the target. If the wearer’s performance check exceeds the target’s sense motive check the theft goes unnoticed; the wearer receives a -5 penalty on any further combat maneuver checks to steal from the same target during a single performance.
Construction
Requirements Craft Wondrous Item, telekinesis; Cost 8,250 gp

Hm. Some good and some bad in this item, but both is hard to quantify.
Basically this is allowing you to make steal maneuvers at range with a +3 bonus, and allows you to keep others in the dark about stealing it.
But they immediately notice the theft, but unnotice it if you make your perform check on the next round?

Smokesting Fire-Geyser :

Spoiler:

Smokesting Fire-Geyser
Aura moderate conjuration; CL 7th
Slot --; Price 10,800 gp; Weight –
Description
This palm-sized silver carving mimics a wasp with tiny waist, a long, sharp stinger and four wings. Bands of obsidian and fire opals form menacing black and red stripes along its body. Activating the smokesting fire-geyser causes the wasp to zip away, leaving a plume of smoke everywhere it flies. The smoke later bursts into a geyser of flame dragging the user along the smokesting’s trail.
As a standard action, the user activates the smokesting and indicates a direction. The smokesting pricks the user, leaves its stinger behind, and flies in the indicated direction with a speed of 40 feet. A five foot wide plume of smoke connects the smokesting to the stinger and user, filling every square through which it passes. The user may control the smokesting’s course with a move action, otherwise it continues in the last direction indicated. If the user also moves, the plume of smoke extends through his squares up to a maximum of 200 feet. Every creature in the smoke-plume gains concealment.
Upon command or at the end of four rounds the user is instantly carried to the smokesting’s current location, igniting the smoke plume into a geyser of flame. Anyone caught in the fire-geyser takes 1d6 fire damage. The smoke-plume dissipates one round later.
A smokesting fire-geyser functions once per day.
Construction
Requirements Craft Wondrous Item, burning hands, dimension door, obscuring mist; [b]Cost[b] 5400 gp

You were definitely going for special effects this year. And I like the visuals of it, but it is too complicated, it ties itself up in its descriptions and the minutiae of its effects.
Does your last sentence mean that the plume is burning for 1 round? How is damage dealt during that round?

Overall it is a cool idea, but struggling ith mechanical execution.

Collar of Tricks:

Spoiler:

Collar of Tricks
Aura Faint Transmutation; CL 3rd
Slot Neck; Price 2000 gp; Weight 1 lbs.
Description
Not only do these black studded collar's protect against flea's; they adjust to fit the size of any animal companion or familiar, when donned the animal gains the use of a trick listed on page 97 of the Pathfinder Core Rulebook. Each collar must be imbued with its own trick, and only one collar can be worn on an animal companion at once. This extra trick does not apply to the number of tricks an animal companion or familiar can learn.
Construction
Requirements Craft Wondrous Item, Charm Animal, Creator must have 1 rank in Handle Animal skill; Cost 1000 gp

A animal trick in a can? Meh, pass. The protecting from fleas put me off to, as did the explicit calling out that multiple collars don't stack. Thats what item slots are for after all.


Ok, after a long and kind of busy week and weekend i finally got around to page 3.

Polyergon Polyhedron:

Spoiler:

Polyergon Polyhedron
Aura strong transmutation; CL 15th
Slot –; Price 12,000 gp; Weight –
Description
This object is a 20-sided polyhedron crafted of some semi-precious material, commonly ivory. At first glance, it closely resembles the dice used in gambling and games of chance. Upon further inspection, it becomes apparent that, instead of numbers, each face of the polyhedron features an iconographic representation of a piece of useful adventuring equipment. By placing the polyergon polyhedron on a flat surface and uttering a command word, the user can cause it to unfold and transform into the item represented by the icon on the upward-facing side. This icon remains on the item in a prominent location after transformation, and uttering a second command word while touching the icon causes the item to revert to its polyhedron form. When using the transformed polyergon polyhedron in an activity requiring a skill check or ability check, the user gains a +4 competence bonus. The polyergon polyhedron can be transformed an unlimited number of times, each time becoming a pristine copy of the chosen item. If the transformed item becomes broken or any of its components is taken more than 100’ away from the rest, it immediately reverts to its original form (hardness 7, hp 3). The following is a list of available transformations:
Anvil
Bucket (empty)
Butterfly net
Compass
Fishing rod (5’ long with 20’ line, hook, and float)
Flint and steel
Grappling hook (with 50’ hemp rope)
Inkpen (full)
Kayak (1-man rowboat with 1 oar)
Ladder (20’)
Lantern, bullseye (full and lit)
Magnifying glass
Periscope
Rope, hemp (100’)
Shovel
Signal horn
Skeleton key
Spyglass
Tent, pavilion (with 4 bedrolls)
Toolkit (containing crowbar, drill, hammer, and saw)
Construction
Requirements Craft Wondrous Item, fabricate, polymorph any object; Cost 6,000 gp

this just seems to be a magical Swiss army knife (not only the autoreject category). I'm curious about the skeleton key. Is it always the same skeleton key, or do you get one that fits every lock you want?
If it fits locks this makes disable device for locks obsolete.

Bonsai of Sanguine Feasting:

Spoiler:

Bonsai of Sanguine Feasting
Aura Faint conjuration and necromancy; CL 6th
Slot --; Price 7,000 gp; Weight 4 lbs.
Description
This Diminutive, dead bonsai tree is rough-hewn, made of a dense and knotty wood riddled with odd wooden veins tracing up and down the length of the miniature trunk. Bereft of leaves and branches, it fits easily into a backpack. To use the item, a user must drizzle a small amount of fresh blood over the tree, causing the veins to swell slightly and take on a dark and oily appearance.
Once per day, a wielder may plant the bonsai down into natural soil, where the veins grow into the exposed roots and sprout the tree into a Large version of itself over the course of five minutes. The tree’s wide boughs are covered in pale hand-shaped leaves, providing ample shade. Five minutes after the tree has stopped growing, the branches droop heavy with enough fruit (blood oranges, naturally) to feed five people. The tree dies and completely dries out an hour after planting, allowing branches to be snapped off and burned for firewood. Five hours after the staff was first planted, the tree disintegrates into mulch, revealing a new bonsai where the heartwood of the tree should have been. Unless the bonsai has been drizzled with fresh blood, none of these effects occur – planting a bonsai without engorged veins results in a small hole in the ground.
Though perhap\s a little morbid, the trees are not evil, and remain a favored tool of young adventurers. Philosophically-minded necromancers and monks especially appreciate the trees, and use its magic to aid companions when it comes time to stop for the night.
Construction
Requirements Create Wondrous Item, create food and water, heartwood of an orange tree; Cost 3,500 gp

A bonsai of sanguine feasting? Whats up with that? This gotta be gonzo...
This is kida gross and the flavor text is way overdone. The „blood oranges, naturally“ is just a bad pun and unprofessional.
Thats a lot of text for an item that can feed 5 people 1/day. And I can buy 3 rings of sustenance for the pricetag of this item.

Bone Melter:

Spoiler:

Bone Melter
Aura moderate transmutation; CL 10th
Slot wrists; Price 4,500 gp; Weight 1 lb.
Description
These wrist cuffs melt the bones of humanoid target creatures. They are quite difficult to apply; the target creature must submit to having them put on or be grappled or rendered helpless. Once placed on the target’s wrist, the Bone Melter liquefies along with the bones of the wearer (and is consumed).
The subject loses the structural integrity necessary to perform any voluntary movement and his life processes are slowed such that any ongoing effect from disease, wounding, poison or the like is halted. Eating, drinking, and respiration are unnecessary in this form, though the subject’s natural lifespan is not extended. The form is not natural to the creature and no extreme adaptations are made to accommodate the new form. Every three days the creature must make a Fort save with a DC equal to the number of days spent in the amorphous form or die. The DC of this save can be reduced by half if another character takes an hour during that three day period to clean and maintain the target creature.
This state persists until the magic is removed (such as by a successful dispel magic spell).
Construction
Requirements Craft Wondrous Item, baleful polymorph; Cost 2,250 gp

„willing or grappled or helpless“ I suspect you mean pinned, because otherwise grappled would be a huge disconnect.
I don't really get the item. I think it is supposed to be a set of handcuffs that easily holds a creture, but making them amorphous by melting their bones opens more questions than it answers ( e.g. if I don't have any bones in my hand, why don't I simply slip out of the bonds?)
Wouldn't a temporal stasis like effect ( which you seem to have in there anyway) been enough?
Or where you mostly going for gonzo and gross and hoped to make a lasting impression?

Mudlark's Prize:

Spoiler:

Mudlark's Prize
Aura Faint divination and transmutation; CL 5th
Slot Neck or wrist; Price 16,250 gp; Weight 1 lb.
Description
This worn-looking but sound antique strand of precious metal or fancy stones (sometimes fastened with a lead seal stamped with the rat's paw of Hanspur), when clasped around the wrist or throat, assists in finding items lost or discarded in the mucky corners of Golarion's cities.
The prize provides several benefits with respect to standing or flowing water, mud, or waterlogged materials (but not firm earth, ice, weather conditions, or non-aqueous liquids). Such areas don't cost extra movement for the wearer to move into, increase the risk of slipping, nor, within 30 feet, provide any concealment from the wearer's sight to submerged creatures or objects.
A character with the Water domain or the Exploration subdomain, a witch whose patron governs Water, or an oracle with the Waves mystery casts the bonus spells granted by these options as if 1 caster level higher while wearing the mudlark's prize.
The item grants a +2 resistance bonus to saving throws against diseases and a +2 morale bonus to saves against effects that would nauseate or sicken the wearer.
Finally, once per day, upon speaking a command word, the wearer instantly senses the location of the nearest unattended object of a nominated material or form (with similar limitations to locate object) within 100 feet.
Construction
Requirements Craft Wondrous Item, locate object, water walk, creator must have 3 ranks in the Survival skill; Cost 8,125 gp

Who is Mudlark, and why is his prize lying around this treasure hoard?
Your writing needs some cleaning up, it's pretty hard to follow.
It has many very different abilities, loosely arranged to a theme, and thus is a SAK.

Scabbard of Reforging:

Spoiler:

Aura moderate transmutation; CL 10th
Slot -; Price 14,000gp; Weight 2lb.
Description
This heavy, reinforced scabbard feels warm to the touch and smells of burning coal. Once per day as a full-round action, any blade within 1 size category of the scabbard may be sheathed and reforged into the exact size and shape of the scabbard’s intended weapon. For example, sheathing a Small-sized Scimitar into a Scabbard of Reforging intended for a Medium-sized Long Sword will reforge the item into a Medium-sized Long Sword, but a Medium-sized Dagger or Large-sized Great Sword will be rejected. Any special materials or magical properties up to a Caster Level of 10 are retained by the reforged weapon, but all other properties are lost. Artefacts cannot be reforged by the scabbard. This effect can be used to repair damaged or broken blades, but destroyed blades are treated as being 1 size-category smaller for the purpose of fitting into the scabbard; providing most of the pieces can be reclaimed.
Construction
Requirements Craft Wondrous Items, Fabricate, Make Whole, creator must have 2 ranks in Craft (Weapons) skill; Cost 7,000gp

So this item allows you to fit whatever weapon you find to your weapon of choice. Definitely a player item.
I think it is boring and kinda munchkiny.

Adamantine Flask:

Spoiler:

Adamantine Flask
Aura strong abjuration and transmutation; CL 15th
Slot —; Price 62,525 gp; Weight 1 lb.
Description
This small flask appears to have been patched together from a diverse array of adamantine scraps and stoppered by an obsidian crystal plug. Within the flask contains a black liquid which has the look and consistency of oil, but tastes like metallic water. Once per day you can drink from it, causing your skin to harden and take on the appearance of adamantine, granting you DR 5/— for 1 minute.
After used the flask becomes empty and must to be refilled with water to be reused. 24 hours after being refilled the water is transformed into the dark viscous substance and the flask is once again ready for use.
Construction
Requirements Craft Wondrous Item, Craft Magic Arms and Armor, elemental body IV; Cost 31,262 gp

Dr 5/- in a can. And very expensive for 1 minute of moderate DR.

Pentacle Purse of Quandary:

Spoiler:

Pentacle Purse of Quandary
Casting Level: 19
Aura: Moderate Transmutation
Requirements: Craft Wondrous Item, Spellcraft, Arcane Lock, Detect Thoughts, Shatter, Fabricate, Polymorph any Object.
Cost: 38,000 gp
Market Price: No less than 80,000gp
Weight: 1lb
Slot: None
Description: The Pentacle Purse of Quandary is a rare item that allows its owner to always have exactly the amount of money needed for a personal transaction. The Purse always knows of the need and will fulfill it. It it the requisite duty of the user however to not try to lie as it can read your thoughts. It is for personal use by that character and no one else. If that person dies or it is stolen, it acts like an ordinary purse.
Before a player can activate, at least 10% of however much they wish to spend plus an object of equal mass to the maximum amount of the money they wish to spend must placed inside of the Purse. It only takes the Purse an hour to process the material placed inside of it. After that, the money inside can be used.
At least 1 gold must be placed inside of the purse every day in order for it to keep its magical properties. For each day missed, the user must double that amount, and it stacks over time (ie. after 3 days it takes 4 gold, and at four days it takes 8 and so on). Also, the gold placed in the Purse must come from a source other than the Purse; it cannot be used to replenish itself.
In order to activate, merely the intention and thought of the prospective transaction needs to be thought of. If it is opened and the money is not spent, it will break and be rendered usable. The Purse give out exact money ONLY.
The purse is meant to be unassuming and thus it is made to look like nothing more than a coin purse with either an interlocking lip or even a drawstring pouch. It may have the name of the bearer embroidered, but it is not meant to be flashy in any way

failure to use the template.
Not less than 80,000 whats that supposed to mean? Also doesn't line up with cost.
A never empty purse? Oh boy, I smell cheese.
A personal item for one character and no one else? This is not a wondorus item, this is a character trait / homecampaign goody/ whatever.
Don't use ALL CAPS in your item description.
I can buy everything at a 90% discount? That breaks every character ahving this really fast. And for 8,000 gp I can buy another purse and they can feed each other. And form that i will get exponentially growing unlimited money.
Your writing is not that of a professional presentation, but more like an informal explanation. Remember you are not designing a goody for one of your buddys to use, but an item that should be publishable and unsable by the general gamer.

Sarong of Cinders:

Spoiler:

Sarong of Cinders
Aura moderate divination; CL 9th
Slot belt, Price 8,192gp; Weight 3lbs
Description
Made of dark red satin the contour lines of movement give this garment the impression of dancing flames. The sarong allows the wearer to see clearly through smoke and is immune to suffocation or choking caused by heat based environmental conditions. Finally the Sarong of Cinders cools the wearer, as if affected by the endure elements spell.
If the wearer has levels in cleric with the fire domain or one of its subdomains then its domain power is treated as a cleric of five levels higher.
Construction
Requirements Craft Wondrous Item, endure elements, true seeing, creator must be a cleric with the fire domain (or a subdomain thereof); Cost 4096gp

Thats a very specific price.
Neat little item with neat little effects till the last ability. That kills it for me, because
a) it is underpriced for the effect
b) the effect is worded abigously
c) the effect is just stealing from all the other +X levels for specific ability
d) it makes the item more of a SAK

But even without it i would have discarded the item, because it is not exciting enough.

Voice Box of Birdsong:

Spoiler:

Voice Box of Birdsong
Aura moderate conjuration; CL 7th
Slot neck; Price 13,200 gp; Weight 1 lb.
Description
This small hollow box held on tightly by a choker, rest comfortable in the hollow of the wearer’s throat and is decorated to resemble a singing songbird. A voice box of birdsong conveys some of the lyrical abilities of songbirds to its wearer, additionally allowing him to communicate with them and even to call upon their aid. It grants a +4 competence bonus on Perform (sing) checks. On command the wearer can speak with animals (birds only) up to 7 minutes a day, in increments of 1 minute.
Once per day, as a standard action the wearer can summon a flock of songbirds that appear within 40’ of the wearer and act as he directs. The flock is identical to a bat swarm except as follows 26 hit points, swarm damage 2d6 and does not possess blindsense or the Wounding special attack, instead the flock has Deafening Cacophony - any creature damaged by the flock must make a DC 17 Fort save or be deafened for 1d6 rounds. A flock can be commanded to take a standard action to split into a pair of flocks. This divides the remaining hit points equally between the flocks; lowering the swarm damage of each to 1d6, the DC of their Deafening Cacophony to 13 and length of its effect to 1d3 rounds. Only two flocks can be present at the same time and can merge back together as a standard action if touching. A flock cannot split if it has less than 13 hit points remaining. The flock serves the wearer for 7 rounds before vanishing.
Construction
Requirements Craft Wondrous Item, speak with animals, summon natures ally IV; Cost 6,600 gp

This is more a monster (Flock of birds) than an item.
Splitting swarms is odd, and that the distraction Dc does not fall with it doesn't help.
The part of the item that isn't a creature is very bland (skill bonus and SiaC)and added to the main ability irt becoes SAK.

Hand of Vengeance:

Spoiler:

Hand of Vengeance
Aura Strong Abjuration CL 13th
Slot Hands Price 43,232gp Weight 7lbs
Description
Intricately etched with elaborate runes, this heavy cold iron locked gauntlet is highlighted by electrum chains that anchor a weapon into place, and features a prominent star sapphire set in the back of the fist.
Once per day, as an immediate action, the Hand of Vengeance affords it's wielder unparalleled protection from a single targeted spell as the incoming spell triggers the gauntlet's defenses. Arcane runes flare to life, absorbing the incoming spell and channeling its power into the weapon locked in the gauntlet's grip. Upon the spell's absorption, the star in the sapphire seems to float free of the gem, flying unerringly towards the spell's caster to hover above their forehead, marking them for retribution.
The stored spell is immediately delivered with the next successful melee attack made with the charged weapon. Any attempt to unlock or remove the gauntlet while a spell is stored results in the immediate release of the spell upon the wearer.
Construction
Requirements
Craft Wondrous Item, spell turning, detect magic, masterwork cold iron locked gauntlet, star sapphire +1000gp, mirror +100gp
Cost: 21,616gp

this is spell turnin in a can with an interesting but complicated twist. We've had at least 2 spellturning items in the top 32 so far, so I can't really see a 3rd one making it.
Stating material components in the requirements is unnecessary and not wanted. They are simply assumed to be part of the 21k gp spent on crafting the item.

Diadem of the Spider:

Spoiler:

Diadem of the Spider
Aura strong conjuration; CL 13th
Slot head; Price 16,400 gp; Weight -
Description
At first glance, this circlet is a tangled web of silver threads crowned with a spider locked in amber; when placed on the head, it clings tightly to the scalp of the wearer. Upon mental command, the diadem bids a swarm of spiders up to 100 feet away to approach; the swarm moves normally and converges to surround the wearer in a protective, writhing mass. If the swarm is under another's control, the controller receives a DC 19 Will saving throw against the effect; intelligent swarms use their own Will save modifier. While controlled by the diadem, the spiders cannot be commanded by their original master.
The spiders attack all creatures as normal, except the wearer, who gains a +4 circumstance bonus against the swarm's distraction. The swarm crawls over and around the wearer, providing concealment; any attack against the wearer that could damage the swarm causes the blanket of living vermin to absorb 5 points of damage for the wearer. An intelligent swarm that takes damage in this manner receives a new saving throw with a +2 bonus.
The diadem of the spider functions for 13 rounds each day. The rounds need not be consecutive, though attempts to exert control count against the limit. If the effect ends or the swarm is dismissed (a standard action), the swarm ignores the wearer for one round.
The diadem can command swarms of vermin other than spiders, but they receive a DC 19 Will saving throw to resist. If such a swarm is actively controlled, it gains a bonus on the save equal to the controller's Wisdom modifier.
Construction
Requirements Craft Wondrous Item, creeping doom; Cost 8,200 gp

Well, I like the visuals of the item, but it degrades too much into a SAK of defensive effects. Also I'm not sure if the swarm should still be active as a swarm, when it is forming a swamr armor.
Also Bee-men. ;)

Animist’s Core:

Spoiler:

Animist’s Core
Aura strong transmutation and universal; CL 14th
Slot --; Price 90,000 gp; Weight 22 lbs.
Description
An animist’s core is a brassy, 10-inch diameter sphere embedded with strange dials and valves. Originally devised by the arcanists of the Technic League in Numeria, the core enables skilled practitioners of transmutation magic to create powerful, permanent guardians and servants with the animate objects spell.
Once per day as a standard action, the core’s possessor may cause the sphere to assimilate with an animated object within 30 feet by holding it aloft and speaking a command word. The creature to be affected must be a construct animated by the possessor himself with the animate objects spell. Once activated, the animist’s core flies toward and is incorporated into the animated object. This assimilation changes the duration of the animate objects spell animating the construct to “permanent,” as the permanency spell.
Additionally, the incorporated creature immediately gains two additional construction points (see Bestiary, page 14), and a +2 enhancement bonus on all attack and damage rolls with its slam attacks. Finally, the incorporated creature gains the ability to accept complex instructions, obeying the animator’s spoken commands to the best of its ability.
Should the incorporated construct ever be destroyed, the animist’s core falls to the ground, intact. Should the permanency effect bestowed by the animist’s core ever be dispelled, however, the core becomes drained of its power and gains the broken condition. Repairing the core takes eight uninterrupted hours of work and requires 15,000 gp in rare components and materials. A broken core cannot be activated until it is repaired, and no spell or magical effect short of a miracle or wish can repair a broken animist’s core.
Construction
Requirements Craft Wondrous Item, animate objects, fox's cunning, permanency; Cost 45,000 gp

Definitely some cleaning up needed, language wise. I can hardly figure out what your item does or how it works. Practice your writing skills.
So it sustains one animate object spell? Or can it make more than one at a time permanent?
Permanency in a can to a certain degree.
The added benefits are kinda nice, though.
The biggest flaw about your entry is its writing and presentation.

Sash of the Seducer’s Sting:

Spoiler:

Aura faint enchantment and transmutation; CL 5th
Slot belt; Price 9000 gp; Weight 0.5 lbs.
Description
Worn tied around the waist, this beautiful, woven silk belt is made from the finest black and golden thread and has four tassels on each loose end alternating in black and gold. It was first created to embody the aspects of Calistria - the threefold stings of passion, guile and vengeance. Since then enterprising, jealous or lonely spellcasters have fashioned a number of these items for their own use. This belt grants the wearer a +4 enhancement bonus to Bluff and Diplomacy skill checks.
Four times per day, the wearer can detach one of the gold tassels, and use it as an additional spell component while casting charm person. If the target fails their save, they will feel a sharp sting as the spell comes into effect. The spell is treated as if affected by the Extend Spell feat, without increasing the spell level slot required to cast it. The target of the spell treats the caster as a lover, and can be considered to be helpful.
Four times per day, the wearer may remove one of the black tassels, and use it as an additional component in a spell cast against a lover that has betrayed them. The spell in question is then treated as if affected by the Disrupting Spell feat, without increasing the spell level slot required to cast it. This disruption manifests as a feeling of multiple sharp stings on the body. All tassels used reappear within twenty four hours.
Construction
Requirements Craft Wondrous Item, Disrupting Spell, Extend Spell, charm person, eagle’s splendour; Cost 4500 gp

A bit of a SAK. The first option is basically a rod of lesser extend, but tied to a specific spell and with an added benefit.
A lover that has betrayed them is a very specific and hard to quantify target. Is someone who was affected by the first effect and now isn't any longer a lover who has betrayed?
And this too is basically a metamagic rod in a can.

Absalom Amulet of Distinction :

Spoiler:

Absalom Amulet of Distinction
Aura Moderate Transmutation; CL9th
Slot Neck; Price 16,000 gp; Weight –
Description
This plain necklace of fine links and a stamped copper sigil seems like it might become very important to you.
First identified as part of the tomb spoils from an ancient ruin, these Amulets have become a favored item of the would-be godlings of Absalom, who use them to increase their profile and stand out from ‘mere mortals’.
Wearing the Amulet for a full week causes it to attune to you and become almost unnoticeable by others (DC 30 Perception to tell you are wearing one). If removed, it takes another week for the effects to fade as people slowly start ignoring you, and forgetting why they thought you were special.
While attuned to the Amulet, you are Distinct. You take a –20 penalty on all Disguise checks, and all Hide checks to vanish into a crowd. Any entity attempting to appear as you also takes a –20 to its Disguise rolls, and loses any racial or circumstance bonuses while doing so (this penalty is not apparent to the entity). You literally cannot be mistaken for another person.
If you have the Leadership feat, you gain a +3 to your Leadership score for determining the number of followers you have (but not a cohort).
You gain a +3 to Diplomacy interactions, Knowledge (Local), and such interactions with people who like to talk to you, tell you things, and you always seem to know everyone and what is going on locally.
You are generally estimated by others to be three levels higher level then you actually are, and are treated accordingly.
Construction
Requirements Craft Wondrous Item, Leadership, Alter Self (rev), Non-Detection (rev), Eagle’s Splendor; Cost 8,000 gp

What's up with the (rev) behind Alter self and nondetection?
So it's a item that takes a week to take effect and works for a week after I sold it?
It starts out with a bunch of penalties I take, and while I get the basic idea the item is supposed to follow I don't get the feeling that the rules live up to that.
Diplomaycy interactions?
Language is confusing it parts.
Is there a rule on how people estimate you based on your level?

Cloak of the Coward:

Spoiler:

Cloak of the Coward
Aura moderate necromancy; CL 7
Slot shoulders; Price 22800 gp; Weight: 1 lb.
Description
This rakish-looking half-cape is black with a bright yellow vertical stripe down the center and is held with a clasp that features what at first glance appears to be a feather from a noble bird of prey, but upon closer inspection is actually that of a chicken or ostrich. Upon donning the cape, the bearer feels a heightened sense of awareness that hinges on paranoia, giving them a +2 bonus on initiative checks. However, it is when someone attempts to affect the wearer’s mind that the cloak’s true abilities are revealed. Should the bearer ever be affected with a charm person spell or a special ability that mimics its effects, the spell or special ability is countered and the wearer is instead frightened towards the person who cast the spell. Should the bearer ever be targeted by a dominate person spell or a special ability that mimics its effects, the spell is not countered, however the wearer instead is panicked towards the item, object or person he is first compelled to interact with. The cape can only react against these particular enchantments three times a day. If a character is immune to fear, they cannot benefit from any of the functions of this item.
Construction
Requirements Craft Wondrous Item, fear Cost: 11400 gold

I'm not particullarly wowed by the name or the general description.
So this is basically a twist on two spells, and a quite odd one too. I don't really know what to think about it.

Genteel Rogues Handkerchief:

Spoiler:

Genteel Rogues Handkerchief
Aura strong abjuration and conjuration; CL 9th
Slot -; Price 30,660 gp; Weight - lbs.
Description
Sewn from the finest silks and embroidered with gold and silver thread, this elegantly designed handkerchief appears to all physical investigations to be nothing more then as it appears. As a full-round action the handkerchief can be activated by speaking the proper command word and snapping the handkerchief, causing it to unroll into a set of masterwork thieves tools. This set of masterwork thieves tools gives the user a +5 competence bonus to all Disable Device checks.
The tools may be returned to their normal state by saying the command word again, which causes the tools to roll back up into a handkerchief.
Characters with the Trapfinding class feature may, 2/day as a standard action, disable any magical trap as if they had succeeded on a successful Disable Device check, by wiping the handkerchief over the trap, and saying the command word.
Construction
Requirements Craft Wondrous Item, Major Creation, Dispel Magic; Cost 15330 gp

A magic handkerchief? Count me.... confused?
A magically hidden and enhanced set of thieves tool is neither mechanically nor conceptually innovative.
Auto disabling of traps is a big thing, and a place in the rules where i think that absolutes are a very bad thing.

LACE FAN OF THE VIGILANT COURTIER:

Spoiler:

LACE FAN OF THE VIGILANT COURTIER
Aura faint divination; CL 5th
Slot -; Price 13,500gp; Weight ½ lb
DESCRIPTION
This ornate lace fan has two applications. Firstly, so long as the possessor of the fan keeps fanning themselves they suffer no penalty for wearing heavy or restrictive clothing or armor in hot environments.
In addition by covering their mouth and concentrating for a minute, the possessor of the fan can "read" a room containing no less than 10 people. The "reading" will reveal the general emotional state of the room (excited, fearful, happy etc.) In addition, the most socially important persons in the room will also be identified (even if disguised), as well as general group affiliations and strong emotional ties between people in the room. The fan will not reveal any specific information, thus it will not identify what affiliation a group holds or the nature of any strong emotions, it will merely indicate that these bonds exist.
CONSTRUCTION
Requirements Craft Wondrous Item, endure elements, detect thoughts; Cost 6,750gp

Hmm. First of its a fan that when you keep on fanning it keeps you cold. But you have to use it all the time. (or only one short moment each hour?)
The second ability is very loosely defined and largely depends on Gm fiat.


Ah. missed that part :D Still think that the 4 votes is the only non-error there.


half the entires, half the votes, I think ;)


Swamp Druid wrote:
Azmahel wrote:


Well, I didn't really plan anything, but I kept my eyes open for several points, when I was deciding which ideas to develop and while designing them.

I have to disagree after reading your post. It seems like you planned very well.

Well, not planned in the sense that I made these decisions beforehand or used them as rules. Thats just stuff I considered as I went.

And all considerations aside I went with the ideas that excited me the most, even if they weren't perfect fits.
But maybe I'm simply a more planned person than others ;)

@Hydro. I'm fairly new to psionics too, but I think I found some interesting, unexplored niches.


Serpent wrote:
As far as I know, nothing in the contest rules says you cannot post your rejected entries, but of course, individual voters may choose not to vote for you if they think it's "a cheesy way to garner extra votes", as Azmahel put it. Personally, I want to see your rejected archetypes, and I won't let them affect my round 3 votes one way or another.

I won't ding anyone either, but I think that there are people who would. (Or seeing a not well polished entry here decide not to vote)

But enough worrying. show me what you've got :)


Joe Wells wrote:
Serpent wrote:
Fleshbinder (Summoner)

Oooooo. That's interesting.

It would need a lot of playtesting, but it's a cool concept. Well done.

+1

Thats one of the things Superstar is about. Taking the great and way out there and making it work!


Aw, well, that was kind of a different setting. I'm not rallying against this, simply not sure if it is a good idea.


I really don't know if this is a good idea.
It might come off as a cheesy way to garner extra votes.


Oh, I'm fine with that :)

Swamp Druid wrote:

Did those of you who have submitted or will submit creatures have an overall strategy to follow before you designed your creatures?

I've created the stat blocks for two creatures. They are CR 15 and CR 17, and both are outsiders. Obviously, I created them because I thought I had two cool ideas for creatures. However, when I sit back and take a look, I now realize that I probably should have been more strategic about what I designed.

It is better to create a diverse group of creatures with respect to things such as challenge rating, creature type, environement, attack forms,...etc. I should have created a low-level, a mid-level, and a high-level CR creature (and be more diverse in the other areas as well).

I'm just curious if other people planned better than I did.

Well, I didn't really plan anything, but I kept my eyes open for several points, when I was deciding which ideas to develop and while designing them.

1. Are the ideas thematically appropriate?

Spoiler:

This is a contest for psionic monsters, so I wanted my monsters to be psionic by heart. Everyone who can design monsters can do some with psi-like abilities, but to write a psionic bestiary one has to be able to get the flair and feel of psionics and be able to develop ideas that are, at their very core Psionic.
I think all my entries are good and natural additions to any psionic campaign setting and capture the flavor of psionics quite well.

2. The CR.

Spoiler:

If you want to write a whole bestiary you have to show that you can design fun and appropriate challenges for every level of play. Designing a Cr 1/2 Monster is completely different from a CR 19 one, and you will have to be able to do both. But you also have to have an eye for niches in the game and apropiate CRs for a concept.
I decided I would either desingn 3 monsters at very different levels of play (say, CR 1, 11 and 19) or all in the "Sweet spot"(CR 5-11) , close together, but distinct.
But since i had a great idea for a tag-team of 2 monsters that would almost always work together. This wouldn't work if their CR was far apart. And their concepts would have worked best for a mid-level CR anyways.

3. Monster Roles.

Spoiler:

There are very different roles monsters can play, and their abilities and design vary greatly as a result. I wanted to show that I can do all kinds of roles, so I chose my concept in a way so that i covered 3 very distinct roles.

4. Abilities and something new.

Spoiler:

Creating an interesting product is all about creativity and the ability to create new interesting abilities that work in unexpected ways with the rules. So I made sure that each of my entries has an ability that is really new and not just a mixup of other monster abilities.
Working with the rules in new, interesting ways and doing things that were made possible by the dreamscarred psionic rules, but hadn't been done before.

Did my entry arrive safely?


Ask A RPGSupersuccubus wrote:
Azmahel wrote:
Ask A RPGSupersuccubus wrote:


YOu mean this one?

Yes. Still not visible in the UK (benighted land that it is)...

Not visible here too, just worked some board magics.


Ask A RPGSupersuccubus wrote:


Would you want this person sitting next to you as a guest at a formal evening dress dinner party?
Does He Have A Sense of Humour? When an alchemist turns up at a dinner party, is he going to spend all his time staring morosely around with an hangdog expression on his face wishing he were somewhere else, or is he going to start digging vials out and demonstrating how to turn wine into pure water, carrying out experiments on silver plating with his cheese knife, and requesting a second bowl of soup so that he can then set fire to it? Whilst the latter type of goldfever alchemist is more hazardous to any items you may have on your possession (and to your apparel) he is at least a good deal more interesting company than the former.

How effective a flower-picker does this person seem likely to be?
Goldfever alchemists are not generally good with botany. Not unless it's a flower which produces juice vital to their processes.

Could you hire one person like this to do a better job than one other trained mercenary and/or to do the jobs of two (or more) other trained mercenaries?
If you need someone who specialises in metallurgy (and there aren't too many such people around) then this fellow is probably worth his weight in gold. Even if he hasn't quite yet mastered the art of turning lead into it.

Other comments?
Personally I consider that 'goldfever alchemist' is something of a misnomer with regard to these particular alchemical practitioners. Their training and abilities convey little impression of being more specifically gold-orientated than those of a regular alchemist, and I would wager that the brotherhood of 'goldfever alchemists' refer to themselves as something much more lofty - something like 'initiates of the peacock flame' or 'masters of metallurgical metamorphosis'.

Desirability:
Hireable.

YOu mean this one?


Swamp Druid wrote:

Did those of you who have submitted or will submit creatures have an overall strategy to follow before you designed your creatures?

I've created the stat blocks for two creatures. They are CR 15 and CR 17, and both are outsiders. Obviously, I created them because I thought I had two cool ideas for creatures. However, when I sit back and take a look, I now realize that I probably should have been more strategic about what I designed.

It is better to create a diverse group of creatures with respect to things such as challenge rating, creature type, environement, attack forms,...etc. I should have created a low-level, a mid-level, and a high-level CR creature (and be more diverse in the other areas as well).

I'm just curious if other people planned better than I did.

Is it OK to talk in a greater extend and detail about our design process and decisions at this point of the contest?


Just hit send.
Hope they arrived just fine.

Any word on how many entries were received?


Caineach wrote:
I read about half the entries. 3 struck out, so those were the ones I voted for: Hound Master, Charlatan, and Sabateur. I wish I had read the Evangalist before now, because that would have been my next vote.

you still have 1 hour to go.


GreatArcantos wrote:


The Hand of God

Spoiler:

„The hand of god“ makes me assume that there is only one of them, and that it is an artifact, also I wonder which god gave away his hand.
there is no „one hand“ slot. (e.g. the glove of storing uses the hands slot too)
“The user can cast a spell” - what? Once? At will?
“the power of god” Which god? And since when is casting a spell equal to the power of a god? Are all wizards gods now?
Godly magic? Do clerics use Godly magic (capital G) do Gods cast godly magic? Or do wizards do ?
The ability to cast any one spell is powerful, but gaining that many negative levels is a huge drawback. Compare to a ring of spell storing. You can't spontaneously decide which spell to cast, but with a bit of foresight this isn't too bad. But then again its about 1 wish per week. And thats plenty of power...

Keith savage wrote:


Puzzlebox of Delightful Snuff

Spoiler:

descripiton could be tidied up and tightened a bit.
I don't like the random elements
after all it's just an extradimensional storage with a SiaK tacked on.

Kyr wrote:


Saddle of the Grassland Knights

Spoiler:

Could care less about the background and history parts.
Basing abilities on character level rather than itme caster level makes the item very hard to price
You state twice the speed of the phantom steed spell. And giving these abilities to a mount that can actually take a punch makes the effects all the more powerful (extreme movement rates + Ride-by-attack anyone? )

Kyr wrote:


Death Mask of Amryn Sul

Spoiler:

Again unnecessary backstory, but like the abilities. Speak with dead is missing a DC, and animate dead without material components could be a problem, but since you are limited to one zombie at a time I don't really think it is.

Kyr wrote:


Wizards Heartfire

Spoiler:

Howl's moving castle?
This is more a setpiece than a magic item. Nice to give some flavor to a wizards home, but not very exciting or useful, even for the wizards who can simply prepare most of these spells and cast them at will anyway.


My votes:

Evangelist
Impaler
Hound master
Saboteur
Moon Shaman
Tengu Blademaster
Still waters Monk
Goldfever Alchemist

They did directly correspond to the highest scores of my reviews.


Victor Miller wrote:

Gladiator (Fighter)

Disclaimer: My ranking scheme for this round consists of given marks form 0 to 4 in the following three categories:

1.Is the Archetype conceptually interesting?
2.Are the mechanics of the Archetype interesting?
3.Are the mechanics of the Archetype balanced and well executed?
But rather than simply adding up the marks for a final score I'm gonna interpret them as a point in 3-dimensional space and the final mark of your submission will be the length of the vector between the origin and this point.
Note that my ranking doesn't need to directly correspond with my votes, as other factors like: Strength of your item submission, mood, my horrorscope and other random stuff still factor in. Also note that this scheme is highly subjective and only mirrors my perception and opinion about your archetype submission.

Conceptual Mojo (CM): 0, Nothing is more overtried as an archetype than a gladiator. It is the concept with the most Base, Prestige and alternate class attempts ever.

Mechanical Mojo (MM): 0, Basically you are just giving a few appropriate bonus feats. Or dull bonuses, I don't see any Arena, blood and sand or sandals flavor here. It is not more a gladiator than a fighter who normally selected the feats

Mechanical Execution (ME): 0, Some stuff just flat out doesn't work (Dazzling display without weapon focus). Some things don't exist ( Deadly Carnage). Combat maneuvers as a swift action are a can of worms. And everything else is just a grey mush.

Final note: Sorry for the harsh criticism, maybe it was too hard on a few marks, but this entry is far from anything superstar.
I assume that this is the result of real-life getting in the way and time constraint issues. I fully believe that you can do better than this, as I liked your silver skein.
I also have the feeling that you feel uncomfortable on crunch heavy stuff, as your item too struggled wit some rules, if thats the case, the only advice I can give is to keep practicing and improving. Write up that villain, no matter if you advance or not, create a lot of home-brew stuff and NPCs and familiarize yourself with the system and the rules.

Total Score: 0

Sorry Pal, I still think that you are a capable designer, but this entry doesn't stand up to your abilities at all. If you don't make it to round 3 ( and I strongly suspect you won't) I really look forward to see you again next year, strengthened from what you learned this year. ( Even most of it revolves about time management ;))


Trevor Merback wrote:

Impaler (Fighter)

Disclaimer: My ranking scheme for this round consists of given marks form 0 to 4 in the following three categories:

1.Is the Archetype conceptually interesting?
2.Are the mechanics of the Archetype interesting?
3.Are the mechanics of the Archetype balanced and well executed?
But rather than simply adding up the marks for a final score I'm gonna interpret them as a point in 3-dimensional space and the final mark of your submission will be the length of the vector between the origin and this point.
Note that my ranking doesn't need to directly correspond with my votes, as other factors like: Strength of your item submission, mood, my horrorscope and other random stuff still factor in. Also note that this scheme is highly subjective and only mirrors my perception and opinion about your archetype submission.

Conceptual Mojo (CM): 4, Grapplers with armor spikes are a cool niche to explore and the barbed devils and Cheliax are a neat fit. Now I really want to play one.

Mechanical Mojo (MM): 4, retaliatory strike, catching attackers , flesh shields and outright impaling? This just oozes flavor .

Mechanical Execution (ME): 3, Cool and balanced, trading offensives for offensives and all. Some issues tough: The auto grapple is weird with a reflex save, I would have liked this better as provoking an AOO that can only be used for grappling. And the Soft-cover DR is weird if the creature soaking the damage for you isn't actually harmed.

Final note: A great archetype. Your bag of holes was my favorite and this has good chances too. Great job. Consider me a “Fan” :)

Total Score: 6.403

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