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Someone has to create the exit poll thread and this year it appears I will start the one for round 2. After some deliberation I have selected the following contestants for advancement: Brian Duckwitz — Agoravore
Sam Harris is my wildcard, his monster was the first I read and although not perfect it is sticking around in my mind, gaining traction and that is something. Note:
Rising from the water, this thin, headless, vaguely humanoid creature advances with a swerving gait, as it stretches its maw-tipped arms towards you.
First sighted on the banks of the Mesmos River, near the Vaishau ruins, leechlorn have migrated far and wide and fishermen quickly learn to bring pets on their fishing trips whenever a leechlorn stalks the land. Decidedly unnatural in their origins, sages speculate that its form is dictated by the remnants of the souls it has eaten. This hypothesis would certainly explain the raw cunning leechlorn possess. Leechlorn understand Common and agreements can be reached, but leechlorn only accept blood as currency; this can be a deal breaker for the other party. Leechlorn typically stand 6 feet tall, but weigh less than 80 pounds. Its black, leathery, segmented body blends extremely well in the dark, murky waters it favors. Leechlorn are primarily ambush predators, but some leechlorn cunningly use their blood remembers ability for surprisingly direct assaults. Fast and tenacious, leechlorn trust in their natural resilience to see them through a fight. Leechlorn reproduction only occurs after the leechlorn has feasted on several souls. The resulting offspring typically remains with its parent, forming a family that hunts and feeds together.
So, last week the archetypes were revealed and I noticed that Isaac used the exact same name I had for my archetype while it was still a first draft. So I PM-ed him my first draft: Oathkeeper (Ranger)
His response: he had an archetype named thief-taker! Are there more of these happy coincidences?
Wandering Judge (Ranger)
A few wandering judges serve in the Black Eagles of Lambreth, some are knights of Touvette and others protect fledgling Liberthane. Class Skills: A wandering judge gains Sense Motive as a class skill.
Paizo hear my plea! For years I’ve entered this competition and heard that judging was hard. Now I know that judging is hard. I’ve seen the horrible, uninspired submissions that you have seen and now I know and share your pain. So please Paizo, end our suffering and cut the bottom 33% after one week of voting. And one week after that event cut another 33%. Maybe it is too soon, but after spending a combined 12 hours judging pairs and finding only 2 items that were superstar, I think and hope that removing the bottom 33% will keep the voting fresh for the remaining voting period.
Why entering RPG Superstar is good for you -> Because you get better Every year Clark does his best to get everyone to enter and I reply to his postings that entering will make you a better writer / designer. So let’s take a look at my experience.
Year One:
Goblin Gruel This milky, greenish concoction tastes surprisingly sweet. It bestows upon the eater a +4 morale bonus to strength and grants the eater the use of the Diehard feat, both effects last for one hour. Eating the gruel also incurs 4 points of damage to the eater’s wisdom score. Before any major raid or battle, goblin warchanters and shamans work together in creating a batch of goblin gruel for the warriors. According to goblins, the gruel makes a goblin stronger, twice as tough and absolutely fearless. Other sources often refer to the fine line between fearless and senseless, but admit the truth of the first and second claim. Faint transmutation; CL 5th; Craft Wondrous Item, bestow curse, rage; Price 2000 gp for a batch of 50 servings. From the first year I learned that standing out from the rest was important, so my entry for the second year tried really hard to get the judges attention. It succeeded, but for the wrong reasons, the name of my entry got a lot of discussion. Year Two:
Eyes of Fear and Fire Aura faint evocation and necromancy; CL 1st Slot eyes; Price 2600 gp; Weight – Description These soot colored, crystal lenses always feel warm to the touch. The lenses fit over the user’s eyes and color them pitch black, the user receives a +2 competence bonus on Intimidate checks due to the otherworldly appearance of his eyes. Three times per day, the user can will the lenses to blaze with hellish fire for 10 rounds as a free action, the user gains a +5 competence bonus on Intimidate checks. Two times per day, the user can launch a ray of fire (treat as a ray of frost) from his eyes at a target as a standard action. Once per day, the user can use cause fear (Will DC 11 partial) as a gaze attack. The gaze attack can only affect one target. Construction Requirements Craft Wondrous Item, cause fear, ray of frost; Cost 1300 gp Year three was a bad year, got all gonzo and fell for the make it hard for the GM trap Year Three:
bigger]Syringe of Infernal Sight[/bigger] Aura moderate evocation and transmutation; CL 6th Slot -; Price 42,000 gp; Weight 1 lbs. Description A green hued, metallic syringe holds a dark swirling liquid in a hollow, crystal tube. The syringe’s plunger is oversized, accommodating claws and other inhuman appendages. An extremely sharp and thin hypodermic needle completes the syringe. Succeeding on a DC 15 Heal check or a DC 15 Dexterity check allows the user to inject the dark liquid into an eye. Failing a check deals 1d4 points of damage to the subject, but the liquid is still injected into the eye. When all of the subject’s eyes are treated, the following takes effect: the subject treats an area of darkness, including magical darkness, as an area of bright light. The subject treats an area of dim light as an area of normal light. The subject treats an area of normal light as an area of dim light. The subject treats an area of bright light as an area of darkness. This effect ends after 6 hours. The syringe holds six doses and regenerates 1d3 doses each day. Each eye requires one dose.
Year four was a very good year, got into the keep folder! Year Four:
Bracelet of Shackled Souls Aura moderate necromancy [evil]; CL 9th Slot wrists; Price 54,000 gp; Weight 1 lb. Description This fine bracelet consists of strands of silver and cold iron, braided together in a pattern of tiny chains. Five black pearls are embedded in the pattern. As long as the bracelet is worn, any living creature that the wearer reduces to -1 hp or less, using a melee attack, must succeed on a DC 13 Will save or die. The creature’s life force is stored in one of the black pearls, which will turn silvery in hue. The captured life force acts as a charge; the bracelet can hold a maximum of five charges. As a move action, the bracelet’s wearer can, with a flick of the wrist, create a curtain of ethereal chains that spreads in a 15-ft. radius from the bracelet. Anyone caught or passing through the curtain of ethereal chains must succeed on a DC 15 Will check or become shaken for 4d4 rounds, the wearer of the bracelet is not affected. The curtain of ethereal chains lasts for 1d4+1 rounds, this effect expends one charge from the bracelet. As a standard action, the bracelet’s wearer can launch a mass of ethereal chains at one target within 60 feet. The ethereal chains will attempt to grapple the target using its CMB of 15. The CMD of the ethereal chains is 30. If the mass of ethereal chains succeeds on the grapple attempt, it will on subsequent rounds try to pin and then tie up the target. If the ethereal chains fail to grapple the target then they will fade away. The mass of ethereal chains lasts for 10 rounds and requires the expenditure of two charges.
Year five was a surprise, wasn’t really happy with my entry, but it made the keep folder! Year Five:
Torc of Zealous Tenacity Aura faint necromancy; CL 3rd Slot neck; Price 12,000 gp; Weight 1 lb. Description Engraved into the twisted iron of this torc are dozens of dull glowing runes warding the wearer against death. The wearer of the torc only dies when his current hit points drop to a negative amount that is equal to or greater than his Constitution score plus half his Wisdom score. If the wearer of the torc is reduced to 0 or less hit points he may immediately attempt a DC 13 Wisdom check to avoid gaining the disabled and or dying condition for 1 round. During that round he may act normally, this includes taking full-round actions, but at the end of his actions he receives 1d4+1 points of damage from the strain.
This year is something else. For years I’ve written to satisfy the tastes of the judges, quite successfully so, but this year a submission has to be liked by the public first. The lessons learned from previous years still apply: tight design, perfect execution. But this year you also need to entice the public to spend the gold pieces to own or make the item, which is far harder than it seems.
Sash of the Salty Seas
Three times per day the wearer of the sash can remove the salt from 1 gallon of sea water, this turns the water fresh and creates a tiny mound of salt. Two times per day, as a standard action, the wearer of the sash can soak one target within 100 feet with sea water. The water quickly evaporates and coats the target in a thick layer of salt. The target gains the grappled condition and must defeat the salty coating’s CMD of 20 to break free. Once per day, as a full-round action, the wearer of the sash can transform the sea’s surface to a thick, salty crust. You can walk, but not run or charge while on the crust. Up to 25 squares can be created in this fashion. Each 10 ft. square must be connected to another. Each square has hardness 1 and 30 hp. Unconnected squares sink to the bottom of the sea. This effect lasts for 1 hour.
Why entering RPG Superstar is good for you -> Because you get better Every year Clark does his best to get everyone to enter and I reply to his postings that entering will make you a better writer / designer. So let’s take a look at my experience. First year nobody really knew what to expect so I entered a perfectly good item that in the end was met with three words: reject, reject and reject.
Year One:
Goblin Gruel This milky, greenish concoction tastes surprisingly sweet. It bestows upon the eater a +4 morale bonus to strength and grants the eater the use of the Diehard feat, both effects last for one hour. Eating the gruel also incurs 4 points of damage to the eater’s wisdom score. Before any major raid or battle, goblin warchanters and shamans work together in creating a batch of goblin gruel for the warriors. According to goblins, the gruel makes a goblin stronger, twice as tough and absolutely fearless. Other sources often refer to the fine line between fearless and senseless, but admit the truth of the first and second claim. Faint transmutation; CL 5th; Craft Wondrous Item, bestow curse, rage; Price 2000 gp for a batch of 50 servings. From the first year I learned that standing out from the rest was important, so my entry for the second year tried really hard to get the judges attention. It succeeded, but for the wrong reasons, the name of my entry got a lot of discussion. Year Two:
Eyes of Fear and Fire Aura faint evocation and necromancy; CL 1st Slot eyes; Price 2600 gp; Weight – Description These soot colored, crystal lenses always feel warm to the touch. The lenses fit over the user’s eyes and color them pitch black, the user receives a +2 competence bonus on Intimidate checks due to the otherworldly appearance of his eyes. Three times per day, the user can will the lenses to blaze with hellish fire for 10 rounds as a free action, the user gains a +5 competence bonus on Intimidate checks. Two times per day, the user can launch a ray of fire (treat as a ray of frost) from his eyes at a target as a standard action. Once per day, the user can use cause fear (Will DC 11 partial) as a gaze attack. The gaze attack can only affect one target. Construction Requirements Craft Wondrous Item, cause fear, ray of frost; Cost 1300 gp Year three was a bad year, got all gonzo and fell for the make it hard for the GM trap Year Three:
Syringe of Infernal Sight Aura moderate evocation and transmutation; CL 6th Slot -; Price 42,000 gp; Weight 1 lbs. Description A green hued, metallic syringe holds a dark swirling liquid in a hollow, crystal tube. The syringe’s plunger is oversized, accommodating claws and other inhuman appendages. An extremely sharp and thin hypodermic needle completes the syringe. Succeeding on a DC 15 Heal check or a DC 15 Dexterity check allows the user to inject the dark liquid into an eye. Failing a check deals 1d4 points of damage to the subject, but the liquid is still injected into the eye. When all of the subject’s eyes are treated, the following takes effect: the subject treats an area of darkness, including magical darkness, as an area of bright light. The subject treats an area of dim light as an area of normal light. The subject treats an area of normal light as an area of dim light. The subject treats an area of bright light as an area of darkness. This effect ends after 6 hours. The syringe holds six doses and regenerates 1d3 doses each day. Each eye requires one dose.
Year four was a very good year, got into the keep folder! Year Four:
Bracelet of Shackled Souls Aura moderate necromancy [evil]; CL 9th Slot wrists; Price 54,000 gp; Weight 1 lb. Description This fine bracelet consists of strands of silver and cold iron, braided together in a pattern of tiny chains. Five black pearls are embedded in the pattern. As long as the bracelet is worn, any living creature that the wearer reduces to -1 hp or less, using a melee attack, must succeed on a DC 13 Will save or die. The creature’s life force is stored in one of the black pearls, which will turn silvery in hue. The captured life force acts as a charge; the bracelet can hold a maximum of five charges. As a move action, the bracelet’s wearer can, with a flick of the wrist, create a curtain of ethereal chains that spreads in a 15-ft. radius from the bracelet. Anyone caught or passing through the curtain of ethereal chains must succeed on a DC 15 Will check or become shaken for 4d4 rounds, the wearer of the bracelet is not affected. The curtain of ethereal chains lasts for 1d4+1 rounds, this effect expends one charge from the bracelet. As a standard action, the bracelet’s wearer can launch a mass of ethereal chains at one target within 60 feet. The ethereal chains will attempt to grapple the target using its CMB of 15. The CMD of the ethereal chains is 30. If the mass of ethereal chains succeeds on the grapple attempt, it will on subsequent rounds try to pin and then tie up the target. If the ethereal chains fail to grapple the target then they will fade away. The mass of ethereal chains lasts for 10 rounds and requires the expenditure of two charges.
This year I’ve fallen for the following traps: Bad Name
Luckily next year is an even year and my items are always better on an even year.
Over at KQ's website one of my 4e creations is coming back from the Shadowfell. Tell me what you think.
Hellbound: Tools for Tomorrow's Tyrants offers some help for the Hellishly inclined.
What came before (OGL and Pathfinder) Spoiler: Water Hazards
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Defense
Offense
Statistics
Equipment
Racial Abilities
Class Abilities
Feats
So after the first summoner playtest that I ran a couple of weeks ago I am itching to try out the new and improved rules. Azmahel, anyone else, up for a new pbp slugfest? I'll bring a 9th level summoner and his PC eating eidolon, you my opponent bring 4 PCs with the elite array and level appropriate gear.
My conclusions after the playtest. 1) The summoner has issues, in its current form it outfights a standard party of four even when they have him at a disadvantage. 2) Going 'nova' with summons will likely solve every encounter. And yes, you can do a partial nova and do four other encounters in a day. 3) This wasn't an optimized build, if I had used some of the optimized eidolon builds, who knows what could have happened. TPK in 3 rounds? 4) A summoner can do several +2 El encounters all by himself. Outshining the rest of the table. So the eidolon mechanics are nice and fun, but when introduced in a game it is going to wreck it. It is not good in its current incarnation.
The CR for the hail of arrows trap is off. Hail of Arrows Trap CR 9
The CR is actually 8:
I think the error lies with the arcane eye, that probably errorounsly triggered a magical trap +1 CR modifier.
Please check out 'Magic of the Inner Spheres' in Signs and Portents #73, page 66. The article describes a set of magical items and spells originating from, you guessed it, the inner spheres. Let me know what you think!
Check out my first Pathfinder trap at KQ, the skull-on-a-rope trap. I can honestly say that the new format is easier to use and thus receives two thumbs up by the Trapsmith.
Ms Tiamat is calling, my oh my, what the hell for? Can it be the sudden decrease of black dragons?
We played through another session of the keep of the shadowfell. My party got slaughtered by Sir Keegan! Even though my DM insists that he is a worthy opponent as a Level 4 solo brute, it just seems to me that 4e increase in HP makes some fights just unwinnable. 325 hp? that is just an insane amount for level 4. I am level 3, have 32 hp and I am supposed to kill something with 10 times my hp? And before you ask: yes we still had our daily powers + 2 action points. After I had only one ally left I ran, this turned out to be the smart move: Kerzit lives! The cleric and I will recruit some new allies and return to Keegan's tomb. Don't know if we'll win round 2, but the dice cannot fail us twice in a row (or can they?).
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