GreatArcantos's page

41 posts. No reviews. No lists. No wishlists.


RSS


*gasp* so you made a villain and just adpoted (adapted to) one of the portraits!?

The rules says you have to pick the portrait first xP

~Jk.


My votes
Cody Coffelt — Hound Master (Cavalier)
Eric Hindley — Knife Fighter (Fighter)
Erik Freund — Moon Shaman (Druid)
Joel Flank — Hedge Wizard (Wizard)
Joseph LaMothe — Treasure Seeker (Rogue)
Sam Zeitlin — Still-Water Meditant (Monk)


You know what makes me lol?

Some days ago everyone was saying how they were ready for all the harshest* comments from the judges, that their egos could withstand any blow

Today you see a LOT of people whining over the comments they got...

Specialy the ones who were expecting that their items got analyzed, dissected and then rejected... but only got "Do not want. Reject"

One way or another, not ready for the harshness* of the real world :P

I too, got a 2 line snippet, crit to my ego... with flaming burst battle axe :(

*No, I dont know if this is a real word.


I wanted to read the judges feedback first and recover from that blow before submitting to the communities judgment. So with that done, i hope I can get some feedback from you guys :)

Here I'm posting my item, correcting most of the presentation issues from my official submission.

Boots of time sprinting
Aura moderate conjuration; CL 10th
Slot feet; Price 7500 gp; Weight 1 lb.
Description
This pair of leather boots is of fine craft; Each of the boots features a metal brooch with the engraving of an hourglass. The brooches never rust or lose their luster, as if unaffected by time.
By using the boots, the wearer can travel to the near future.

By tapping the heels of the boots three times and concentrating on an amount of time, the wearer can move trough time into the future, carrying all worn equipment up to her heavy load. Activating the boots is considered a move action that does not provoque attacks of opportunity.

The wearer can travel any number of rounds up to 5 minutes. She effectively disappears from her location and cannot be reached or affected in any form.
When the desired amount of time he has passed, at the beginning of her turn, she appears in the same space she occupied before, if the space is unavailable, she is thrown to the nearest open space and suffers 1d6 points of bludgeoning damage from the recoil.

When the user reappears, she has already used her move action for that round.

Temporal spells or effects affecting her are unaffected by the sprint, resuming their count when she reappears.

No matter the length of the sprint, the boots need to recharge for 2 hours after each use.

Construction
Requirements Craft Wondrous Item, Dimension Door, haste; Cost 3750 gp


Neil Spicer wrote:
P.S. I shall now celebrate this momentous achievement by dining upon an orange-cranberry muffin for lunch. Woo-hoo!

Well deserved man, thats a huge load of work in just a couple days, all for the happiness of the community

For what a nobody's kudos are worth, kudos :P


I really like this archetype, truly the wording on Sympathetic Magic needs some work, and Brew Potion without a specific trade-off seemed strange.

But this is the only other guy who took the challenge of archetyping wizard, and (this one) did so competently.

This one gets me vote


Gio wrote:
Finally, i would not like adding to your work, but i would really appreciate it, if you could tell me a way to improve my writing, as i am afraid that is the area i need to improve first.

I know im not part of this discussion, but I bet 100 internetz that Neil (if not the whole comunity) will just answer

practice!

:P


Wow this thread has grown inmense in a mere few hours...

Boots of time sprinting
Aura moderate conjuration; CL 10th
Slot feet; Price 7500 gp; Weight 1 lb.
Description
These pair of leather boots is of fine craft, each features a metal brooch with the engraving of an hourglass. The brooches never rust or lose their luster, as if unaffected by time.
By using the boots, the wearer can travel to the near future.

By tapping the heals of the boots three times and concentrating on an amount of time, the wearer can move trough time into the future, a number of rounds up to 5 minutes. The wearer effectively disappears from his location and cannot be reached or affected in any form.
When the desired amount of time he has passed, at the beginning of her turn, she appears in the same space she occupied before, if the space is unavailable, she is thrown to the nearest open space and suffers 1d6 points of bludgeoning damage for the recoil.

When the user reappears, she has already used here move action for that round.

Temporal effects or spell affecting her do ignore the time skipped.

No matter the length of the sprint, the boots need to recharge for 2 hours after each use.

Construction
Requirements Craft Wondrous Item, Haste, Dimension Door; Cost 3750 gp


Nebulous_Mistress wrote:
Obvious padding is obvious.

You have talent for pointing out the obvious...

XD


You opened a thread only to say that you are thinking something, but not what you are thinking.
And to clarify that you havent found any violations, but if they existed you would denounce them...

8 minutes later, doesn't that strike you as pointless?


It has been covered, the whole week, that judges will not reveal their original comments

I too would like to see them harsh and cruel as they may have been, but oh well


there is a thread where you can post your item and receive feedback from the judges... (sad, not annoyed) *sigh*... it will not be open for a couple days, to give time to people to concentrate on the winners.

Also, dont try to make a new thread to get your feedback now... it will be deleted, and the judges's abyssal servants will peel your skin off... or so I heard


Well it's 4.... where are the results!?!?!? @_@


T-15m....

arrrghhh!!! if I could knock myself out for 15 minutes....


55...


Swamp Druid wrote:

Hell's bells! I thought the announcement was at 2 pm central time.

I sufferred the pain of checking my email and realizing I didn't make it. I came to the site to see the winners and now notice I'm two hours early.

Now I have to go through the pain of checking my email again.

That's... dude, my condolences...


Ironically I am at work with nothing to do but keeo reloading the page hoping that my constant press of F5 will somehow shorten the wait...

So far it has only shortened my fingernails...


Shadar Aman wrote:
Hymenopterix wrote:

Homeopathy Cure

Aura none; CL 0
Slot none; Price excessive; Weight: 1/2lb..
Description
This vial, which appears to hold pure water, in fact contains pure water. When drunk the Homeopathy Cure has no effect.
Construction
Requirements None; Cost 0GP

Shouldn't it require some ranks in bluff to craft this?

Its actually the homeopath who has bluff, to make you believe it worked.

Not a difficult bluff actually, given the average ill person "wants to believe the lie"
:P


Lachlan Rocksoul wrote:
And who says there can't be an arc from the person attacked and the wielder? This is magic we are talking about. It's like if you ever played Oblivion that has a power that drains your opponent. A current of power flows from the player to the target while the spell is in effect, even if they are apart from each other.

I don't think you understand how magic works XP

(jk)


Easy call, tell them the extra damage from vicious comes directly from the energy the taken from the wielder.

So if they want to throw a vicious weapon, they still take the damage as the weapon "charges" from them.


Yay central time is 1:1 to my time! only 7 more hours to go, and no sleep lost :D

(unless I make it to top 32... in which case I have some writing to do...)


In the end yea, it also striked me as more of an artifact, and as such It's published at my site

Thanks both for your thoughts, they are a great help :)


Smithing hammer of the smith
price: three chickens or better offer
Aura: wha?

This item lets you apply more force in each blow as you smith something, allowing to blend metal more easily and precisely.

Normal: you would have to use a rock.


Anthony Adam wrote:

I think what Neil is getting at could be something like...

It's by Gary Gygax - SOLD

It's by Anthony Adam - WHO?

Ok Anthony Adam is you... so who's gary gygax? someone famous I guess?

(just kidding! dont kill me! *dives for cover*)


Anthony Adam wrote:
However, beware the Paizo Curve Ball they like to test winners with, you know, like statting someone else's monster concept.

Hahaha I had totally forgotten that time.

You are very right

About the 460 words... what are the chances they will notice :P


Neil Spicer wrote:
It takes me awhile to get comfortable and warm up to large crowds and gatherings at various events where I don't know anyone.

Reminded me of one of the final scenes of Megamind... something like "Back away you savages!"

Neil Spicer wrote:
RPG Superstars should start developing the same mentality now. Put yourself out there. Let people get to know you. Don't just hide behind your designs.

Hehe, sell the product?


I was wondering about what my submissions could be, should I advance enough in the contest to need them, and came to face this question

Is it a good, bad or neutral idea to build my magic item, archetype, villain and map all around some specific theme, which would ultimately be the theme of the adventure?

For example, spiders, since I just read the spider hook from RPGSS years past.

Would it have been a good idea for it's author to go on with the spider theme on subsecuent rounds?

Disclaimer: my item has nothing to do with spiders.


Neil Spicer wrote:
or remains a reclusive hermit

Daggit!

And here I had just picked "Hermit" as my online personality...

Back to my thinking couch...


I have nothing D:

I hope the inspiration rush will hit in time


Here's a little something that I found too hard to price to be usable
Actually... it's hard to measure on all accounts... but I still want some advice :P

The hand of god:
The hand of god
Aura Strong all schools; CL 17th
Slot one hand; Price 20,000 gp; Weight 1 lb.

Description

This fingerless glove is made from fine silk and bears a glass bead about 2 inches in diameter on the back.
The inside of the glove has various glass needles that come from the bead. This needles puncture the hand of the wearer, causing bearable but steady pain.

Anyone who puts on the glove instantly knows how to activated it and realizes the extent of it's power. But not the negative consecuences of its use.

The user of the glove can cast a spell from any spell list in the core rulebook. He can only cast a spell whose minimum caster level is equal to or less than his hit dice.

The user can cast the spell at caster level up to his HD or lower (as normal)

In all other manners, this spell works just as if the user was a spellcaster who prepares spells and casted a prepared spell.

Expensive spell components or focuses must be provided by the user.

However, the power of god comes at great personal cost. When the glove is activated blood can be seen flowing trough the glass bead in it's back, and the user actually feels as glass needles draw his blood out.
Upon activating the glove, the wearer gains a number of negative levels equal to the caster level of the spell he just cast.
This negative levels cannot be removed by any means short of Godly magic, and they go away at a rate of 1 per day. These negative levels never become permanent.

If a (foolish) user is killed by this level loss, his body dissintegrates as if affected by the Dissintegrate spell.

Construction
Requirements Craft Wondrous Item, Wish or Miracle; Cost 10,000 gp


Matthew Morris wrote:
Dire Mongoose wrote:


It's all a matter of perspective.
Agreed

Ok, touché


Letsa be honest... If any of us was wearing the Shoes of the Judge, would you pass on the chance to tease the whole community? :P


Dire Mongoose wrote:
GreatArcantos wrote:
If someone makes it to top 8 they're banned from the contest? wow... Is that foreva or just a (few) year(s) ?

Look at it this way: part of the point of the context is to identify new talent that could be tapped to write for Pathfinder. By the time you hit the top 8, you've already been so identified -- the powers that be have a sense of your writing and could call on you in the future. I've noticed some people who placed highly but didn't win in previous years get writing credits, at least.

Once you already know that someone is "good enough", it makes sense to get them out of the pool so you get more fresh competitors the next year.

I had my guesses at that yeah

Still must be pretty harsh...


Wow... so at that point it *really* is a fight to the death... All for that lil extra incentive


If someone makes it to top 8 they're banned from the contest? wow... Is that foreva or just a (few) year(s) ?


Tie special powers to class level and extra spells to caster level, simple as that.

Cleric still gets his spells for worshiping Flying spaguetti monster, and wizard still gets extra magic by focusing on cool school at the cost of boring schools.

However, by becoming prestige, caster loses powers directly related to class and not to magic.


I find specialist extra spells to be pretty much the same as cleric's extra domain spells, and, as far as i am given to understand, a cleric keeps gaining those even if he goes prestige, pretty much 'cause they are embeded in the cleric's table.


This is a doubt on grapple mechanics, if this aint the correct section please point out the good one. To me nonoe seemed quite right... and this is a general one :P

So ill describe the situation to illustrate my question. Bufford is a reaping mauler monk, a half baked grappler. He's got a 18 str, 7 monk lvls and 3 RM levels.
So, he would have base CMB = 14 (7 from monk ability + 3 RM bab and 4 str mod)
For his grapple attack he gets +2 from improved grapple and +1 from RM class feature. To a shining 17

He gets to grapple oponent, no problem there so far.

Now here's the problem, the oponent tries to break free, ill asume the RM class feature applies to the DC to break free, basing on the flavor of the class, but does the +2 bonus from improved grapple apply as well? i found wording to sugest no, but i believe it should apply to al CMB grapple related.


Prime Evil wrote:

Personally, I have a couple of suggestions / comments:

The improvements to the various core classes go a long way towards discouraging 'class dipping' (taking only one or two levels of a single class in order to cherry-pick the low-level abilities from multiple classes), but I wonder if a minor change to the multiclassing rules is needed to further discourage this phenomenon. Perhaps there should be a maximum limit to the number of different classes that a PC can have (2-3)? Or perhaps the rate of progression should be slowed proportionally to the number of classes that a character has (eg -10% experience penalty for each class beyond the first).

Each PC should only be permitted to have a single prestige class. They are supposed to be prestigious after all...

To me that sounds unnecessarily complicated, with the emphasis on unnecessary.

Though the fixes you propose make sense to a degree, they seem to me more the stuff of house ruling than official book material.


Kirth Gersen wrote:
Crusader of Logic wrote:
Most of the caster issues are solved by the guy knowing what he's doing. I keep reference cards for my abilities. My turn tends to resolve faster than anyone else.
QFT. I play wizards a lot; I go by the maxim, "if I don't know exactly what this spell does, and can't describe it at an instant's notice, then I have no business preparing that spell this session -- it'll have to wait until I [the player] researches it more thoroughly." Maybe it takes some alphabetized (or otherwise well-organized) crib sheets in addition to your character sheet. So be it, that's the price you pay for playing a wizard.

I totally agree to that, most of the lag we find at the table is caused by a need of going trough books over and over, a need mostly caused by a lack of preparation

Although the wiz explaining what his own abilities do does require a good deal of confidence from the master.


Level cap?
So basically you imply that once characters have reached the maximum level the DM can manage, they are as good as they can be, they stop getting experience for the have learned all they could, and the lvl 16 human blackguard is some kind of supernatural being capable of learning more?
Even more, the wizard sees the casting of a gate spell, identifies it with spellcraft, and still knows he will never be able to learn the spell for, despite his 22 intelligence score, he is far to small minded to ever learn a higher level spell, no matter how much he trains?

Needless be said, i'm all for creative hi level encounter design, and i'm all against caps as solutions