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Clark Peterson wrote:
Chris Hall wrote:

Sphere of Seven Ghosts

Hmmm, I dont remember this one at all.

Ah, that's why. This is one of the very few that was rejected before I saw it.

This is just a randomized shopping list of skill bonuses, or so the judges felt. I agree. It was an interesting theme, though. This was rejected with little discussion.

Thanks for the feedback, guys. I was really curious what issues y'all had with this.

After seeing your feedback, I couldn't agree more--the random factor should be thrown out. I hesitated submitting this at all because it certainly runs the risk of being perceived as a "Swiss Army Knife" type item, and I know most of you despise those.

I'm glad folks at least appreciated the theme. Good luck to the winners, and I'll submit again next year fo'sho'!


Sphere of Seven Ghosts

Aura moderate divination and necromancy ; CL 8th

Slot --; Price 1,250 gp; Weight 1 lbs.
Description
At first glance this item appears to be nothing more than a simple crystal ball roughly six inches in diameter. Upon closer examination, grayish smoke seems to swirl within the sphere. When touched or held, the sphere becomes lucent with a pale, bluish light, and the smoke within coalesces into the shape of a ghostly face. Once per day, as a standard action, the sphere’s wielder may form a telepathic bond with one of seven ghosts residing within the sphere. So skilled were these spirits in their professions during life that they confer twice the normal bonus when aiding a character in skill checks. The precise ghost contacted, and the benefit to the sphere’s wielder, depend upon a percentile roll as indicated on the table below. Whichever ghostly visage appears, it remains within the globe for one hour, providing advice and expertise to the wielder (and only the wielder) granting a temporary bonus to specific skills as indicated on the table below. When the hour has passed, the ghostly face vanishes and the skill bonuses terminate.
1-15--The Scholar--+4 to Linguistics and Knowledge checks
16-30--The Arcanist--+4 to Use Magic Device and Spellcraft checks
31-45--The Rogue--+4 to Disable Device and Sleight of Hand checks
45-60--The Statesman--+4 to Diplomacy and Sense Motive checks
61-75--The Artisan--+4 to Appraise and Craft checks
76-90--The Scout--+4 to Perception and Survival checks
90-100--The Madman--The wielder believes she is receiving one of the above bonuses but in fact gains a -4 penalty to the relevant skills.
Construction
Requirements Craft Wondrous Item,telepathic bond, trap the soul; Cost 625 gp


I was fortunate enough to find some inspiration this year. I'm super-excited! Good luck one and all!


With only 3 hours left, I'm trying to do some reading for my grad seminar in teaching of writing, crossing my fingers, and thinking that this is a lot like the Next Iron Chef -- a show that I enjoy(ed) much more than American Idol.


Well, thanks for the swift replies, folks! I'll play with the BBC tags, and failing any luck with that I'll just improvise something similar to what you did, CNB.


I have a table in my submission (created using microsoft word) and I have not been able to find any guidelines for the inclusion of such a feature in the submission guidelines. What format should I use for a simple table that requires a dice roll to produce a random result?