I would greatly appreciate comments/critiques from anyone who would like to take the time to offer feedback. Thank you. Oh and if anyone would like to use this item in their game - please do. Stormtide Jar
Description
Construction
Hello fellow gamers, I am looking to start (or join) a D&D Game North Western NJ, that I and my son can play in. We are in Sparta, NJ in Sussex County. My son is ten, and is interested in Minecraft, and I have talked to him about how D&D with friends is better. It is my hope that (like me) playing D&D will spark an interest in mythology, folklore, and reading. I would like to play 3.5 (because I have the books) - and I am happy to run the game (it would be a kid friendly Faerun type homebrew). Feel free to post here or email me at noel.scott@gmail.com if you are interested.
GM_Solspiral wrote:
GM_Solspiral. Thanks! FWIW - tried to make it so that the flask could be used for any liquid - water, wine, holy water, acid, mercury (if thats your thing) and would add those properties if relevant. Sorry that wasn't clear. I thought about drowing but drowing takes a really long time in combat terms - and given the word limit and practicality I decided to stay away from it. I didn't think about the freezing - but that because the water is moving, moving water is tough to freeze - i.e. its 5 degrees at my house and the very sluggish creek outside doesn't freeze that plus the magical nature of the flask and freezing isn't likely. Though a GM could choose to rule differently. Sorry it wasn't clear enough for you though - I'll remember that for next year. Thanks for taking the time to comment.
Correlon wrote: Wings, Resplendent Battle The description is nice. Its odd to me that wings don't have flight or speed as part of their function - or that the physical space they occupy does act to shield the wearer or allies. Then the abilities you selected aren't that linked - they didn't work that well for me - sorry.
Jerry Keyes wrote:
Neil Spicer wrote:
Congratulations on the new addition!
TwoDee wrote:
It Hope my critiques aren't to harsh - but I'm trying to be concise and do severl while kids let me, the FWIW I didn't think much of this item - I didn't get the focus on the corpse, or the dancing around the holding of the corpse - mechanically you can buy an at will "Alter Self" item for 8,000 gp and make it for half that. Plus most lockets don't weigh a pound. If your gong to have someone do all that mucking around with a corpse they should get something for it - some knowledge the person possessed prior to death - access to their uncast spells, their skills or something. My two cents - I hope its helpful.
The Crusader wrote:
IMO its going to be be hard to make a skill bonus superstar even if you get to reroll a check - not that its a bad item or badly written - its just not interesting - If you were going to submit an item thats effects are so basic it should have some really strong floavor text to set it apart - again there's nothing wrong with the description in the submission its just bland. And the bit abpout having to succeed at a check to activate the items is cumbersome to get a +2 to skill check. My two cents.
CouncilofFools wrote:
I like the idea of mask items, I liked the idea of a kiss attack with a mask, I liked the use of erinyes feathers. I didn't like a mask as an aid to diplomacy, and I didn't like the description of how diplomacy was impacted. I also didn't think the mechanics of the attack where clear or related to diplomacy (I think an item needs to kind of stick with a theme. Also I think referencing page numbers is a mistake. I hope that helps you next year - Interesting item.
Herremann the Wise wrote:
FWIW, I think the idea of a magical cane or walking stick is very cool and something worth exploring. I thought the description text was pretty good too (though IMO mithril is over used as a material in most descriptions). I kind of liked the idea of what the cane did too. That said I thought the description of the mechanics was rocky. I also would have preferred a physical to a dimensional anchor effect. Hope that helps you next year.
Flask of Raging Waters
Description
Construction
I feel pretty good - I was pleased with my item, and honestly with the other I created that I chose my submission from - it was (IMO) not like other items I had seen, cinematic, and quirky. If word count wasn't an issue I would have tweaked it a bit more - but I thoink I got the flavor across I wanted to. I was also really pleased with the number of items I was able to come up with - a number of which, while maybe not superstar are to my mind really pretty cool. Regardless of whether my item advances I enjoyed the exercise and I think the constraints of this contest are helping me become a better writer of items. I like my archetypes too - I would love to have the opportunity to submit one of them and get some feedback. The number of submissions is against my moving forward - but I feel proud of my submission and that I stepped up and submitted something.
Great post - Great reply:
Thanks Luthia
Clark Peterson wrote:
Joseph Valoren wrote:
Joseph, I understand your feeling - I also did not make the cut and to some degree (initially) I felt the "point" of my submission was missed. But here's the thing - the item you (or anyone else) submit is not in your campaign with your players, with there nuiance and idea of play - the item you submit is relative to all of the other items of that price range in Pthfinder with similar mechanics. The job of the judges is to evaluate the items empirically in the context of other similar items, other submissions, and similar prices, and look at not how your games work - but how they could be abused would be used in any game including those not heavy on story and role play - it really does come down (to some degree) to, "what does this thing do mechanically" - is this developer creative, clear, concise, and innovative within the framework provided - and the judges have to looks at several hundreds of submissions and comment in a tight time frame - they can't really labor over a given submission. There were a lot of items selected that none of my characters would want, and most would never be part of my game, or would simply be sold/donated/destroyed - but that is function of my taste not necessarily a reflection on the quality of the item or the submission. I hope you'll submit next year and continue to create you're own material.
Neil Spicer wrote:
First I wanted to say think you to all the judges for taking the time to read and evaluate my submission - and for Neil to comment - I get that there are a ton of items for you guys to cull through and that not all of them (including mine) were worthy. Its a lot of work to comment on all of the submissions. I also realize that I took a risk with a submission that was a ship and so expensive - my goal was to submit something different that could really stand out - and that adventurers (and players) would get a kick out of finding, seeing, and having (if they could figure out how to get one). I also felt that there was an opportunity for "state level" magic - the kinds of things kingdoms would have. I would welcome any further comment on my submission from judges and the rest of the board. Thanks again - Maybe something backpack sized next year.
Thank you in advance for your feedback. Corsair’s Dream Aura strong conjuration; CL 20th
Description
A corsair’s dream however is more than a mere sailing ship. Elementals bound to the sails and keel make them exceptionally fast, multiple unseen servants crew, maintain and clean the vessel, and extra-dimensional spaces allow them hold more crew and more cargo than even much larger vessels. Because of its enchantments a corsair’s dream differs from standard sailing ships as followings: Defense
Offense
Description
Special
Construction
I kind of felt the same way - I loved my idea, I thought it was cool (the folks I game with seemd to like it too). I even thought that it addressed an issue (though not one that comes up often) in the game. Congratulations to those who won - I do hope that a lot of folks will comment when the thread for items that didn't make the cut opens up.
In the games I have played in Bardic Music – with the exception of inspire courage - seems to be of limited utility – not that there aren't circumstances where you can use it – but the impact is limited and application cumbersome. What are the community think of the following alternatives: For Bards the perform skill is itself different – because it is core to what the class is: When Bards gain ranks in perform, their skill and proficiency improves in not just perform type but 2 plus the Bard's ability score modifier in intelligence or charisma whichever is higher. One of these perform types is a spoken Heroic Song/Speech – the others the bard can choose as they wish. (I think this has to be the case otherwise "Inspire Courage" a key ability to the class is effectively unusable – the bard needs to be able to fight or shoot or move in combat and most instruments need two hands, as does juggling, dance, etc.). In addition, if the bard chooses to forego direct participation in combat and use both hands to play an instrument (which also eliminates the Bard's dexterity bonus to AC if any) to inspire courage the range of ability the bonus conferred is an additional +1 and the range is doubled.
For what its worth - I would love to see a supplement of mystic prosthetics - I think the would be a really cool way to tune both PCs Neil Spicer wrote:
Neil - Thanks so much for the reply. I got the SAIK thing on my own review after reading your other posts.
I never run evil games I was actually thinking of this for a good character - its interesting what other people read. With regard to pricing (for anyone still looking) I fingured the hit point consumption more than offset the relatively low price. I am glad I went wit the Tattoo - I had a half a dozen items or so I thought were worthy - I saw variations on most of the others, I like that even if it wasn't quite up to superstar level it was unique. Hopefully that made it at least a little more interesting for the judges - and my peers who take a look. Again - Thank you for taking the time.
I completely get that Neil is kind of done with this project - I went through the thread and was unable to find his comments - though having read many of the others I can kind of see myself why this item didn't make the cut as "Superstar." I still think it is neat but maybe not innovative enough. Even if Neil shies away from this thread going forward I would appreciate any comments on execution. Thanks. Kyr wrote:
I think my item submission: Hell Brand Tattoo was skipped over - or maybe that in itself is a testament to how much improvement I need to make - even if it is cold, I would sincerely like the feedback. If it I have misunderstood the sequence and it is still in the queu I apologize - not trying to line jump. And thanks to Mr. Spicer and all of you taking the time to comment on the item submissions.
Hell Brand Tattoo Aura: strong transmutation; CL 12th Slot: --; Price: 92,000 gp; Weight: -- Description
Once bonding is complete a hell brand tattoo confers the following abilities: * +4 insight bonus to AC
The process of bonding a hell brand tattoo permanently consumes 4 of the wearer's hit points. The spirit in the pigment also imbues the wearer with an unmistakable taint of darkness: * Constantly radiates evil
Only one hell brand tattoo may be worn at a time. Construction
I try to play in this forum every year as well - some pretty cool stuff in the reject bin - I am geeked to see what the winning items look like. Below are a couple of my rejects - comments welcome.
Saddle of the Grassland Knights Aura moderate conjuration; CL 14th Slot: --; Price: 94,500 gp; Weight: 20 pounds Description
Construction
Death Mask of Amryn Sul Aura moderate necromancy; CL 6th Slot: --; Price: 28,800 gp; Weight: 2 pounds Description First crafted by the necromancer Amryn Sul to both interrogate and mock adversaries who perished as a result of his fell power these masks have since been reproduced by a number of practitioners of the dark arts because of their usefulness. Sculpted as the face of a beautiful androgynous youth, these masks are typically crafted from polished bronze with the holy symbol of Urgathoa the Pallid Princess inlaid in cold iron in the position of a tear at the corner of the right eye. The mask has two functions: * When placed on the face of a corpse and a command word is spoken the power of the mask allows the speaker to ask the corpse 3 questions as though a speak with dead spell has been cast (though without the 10 minute casting time). This ability may be used up to 3 times per day.
Construction Requirements: Craft Wondrous Item, animate dead, speak with dead; Cost: 14,400 gp Wizard's Hearthfire Aura faint varied; CL 3rd Slot: --; Price: 9,000 gp; Weight: varies Description A wizard's hearthfire is the hub of many a spell caster's home. A wizard's hearthfire can be housed in any manner of objects depending on the creators taste, oven, fireplace, even a lantern or candle. They are however always crafted as a source of warmth and light for the home they serve. Regardless of the object used to host the hearthfire, it said the trick behind the creation of these items not enchanting the object but in binding a spirit to the flame to fuel the magic. The magic of wizard's hearthfire keeps the house it serves perpetually warm, clean, dishes washed, beds made, laundry folded, etc. In addition, the hearthfire grants the master of the house the following spell like abilities: * Unseen Servant as a personal attendant.
Perhaps the most interesting power of a wizard's hearthfire however is that it can, at the discretion of the master of the house, grant these spell like abilities to up to 6 servants or guests. Construction Requirements: Craft Wondrous Item, Unseen Servant, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Spark; Cost: 4,500 gp
thefishcometh wrote: Okay, in order to make your job easier, I've compiled a list of submissions from where you left off. Hopefully I didn't miss any. In hindsight, I probably should have marked the name of whoever submitted what. I would go back and fix that problem, but I'm afraid my eyes will spontaneously begin to bleed. Click the spoiler if you want a big@$$ list: My item didn't make your list. I assume an error of omission - however if my item sucked so hard that it is unworthy of inclusion that would be good feedback as well:Item: Rogue's Deck
I know why I was auto rejected but I would like feedback on the item.
Thanks Curaigh! I read the gnome.
I wasn't such a fan of the description - I thought the motivations goals would of been a better description. Definately a villain as opposed to an encounter and not over the top with power - just nasty - well done!
Ezekiel Shanoax, the Stormchild wrote:
Thanks - I am honored that someone who made the cut actually valued what I had to say. To be clear, I am not looking for an arch villain. Though if the villain you wrote up was for middle to high level characters that might be the case. I don't dobt that the guidelines could of been more explicit but I thought they were pretty clear. To try and be clearer - a villain I think to some degree at least has to work through others. And uses more than brute force. A villain sets things up. A non arch villain example - Urrak leads a team of five goblins. He send his goblins in shifts to gather information on caravans passing through his woods. Urrak knows the best natural choke points and terrain exceptionally well. He has meet with great success over the last two years. He typically begins with an ambush (using multiple prepared crossbows) and goes after the beast of burden and if possible damages the carts - to slow them down. Before things go to far however Urrak and his team with draw. The road is set with a series of traps. These are intended not to kill (though they often do) but to get the caravan to use spells, tools, etc. and tire themselves. Urrak spies how the caravan handels these traps to assess there level and measure the amount of risk he wants to take on subsequent attacks. Next comes stealth and attempts to assassinate the caravaners while they sleep. A favorite tactic is to drop a packet of poison into the water or food - but if defences are light a slit throat is a welcom bonus. A nighttime attack follows to disrupt sleep (and spell recovery) - poison crossbow bolts, pots of oil to set fire to tents - but again they fade away after or two rounds. This continues until all of the caravaners are dead or until they flee leaving behind their cargo. With preparation, prepared hiding places, good gear, and a timeframe beyond just a single encounter, Urrak and his team have defeated caravans and adventuring parties far beyond the ability of most goblins. Sorry long winded - but in the example Urrak is a villain - not an arch villain, but a real threat - largely because his planning horizon is beyond a single encounter, he works with a team, and because he plans, and because he has a motivation - in this case wealth (doesn't need to be all that sinister to be bad news). Crazy doesn't really work that well - not that it never does, many people sight the Joker. Well the Joker is kind of the exception that proves the rule - AND he has been done. But even he plans, works through others, AND has resources - in the Dark Knight his first act was to bank roll his operation to the tune of millions of dollars. Now that said for Superstar, the villains should be Superstar - its easier to make an interesting villain with an cool back story when you have some levels to work with - which then leads to Arch Villain status - but I don't think its a requisite. I don't know if that helps clarify - but I hope it does ;-)
Any comments on the Eco-Terrorist? At least he isn't druid (actually dislikes them). Kyr wrote:
The rest of the entry is above - I don't why I couldn't quoate the whole thing.
Dear Zombieneighbours, Reread the first sentence you are absolutley right it needs work. I don't see pirates as anti-heros - but I take your point.
I will have to think about the plot hooks. THANKS FOR THE FEEDBACK!
Nermal2097 wrote:
In my opinion (the only one I have) this is a perfectly serviceable lo level magic item - and even an interesting idea. But: it is basically just a couple single use light spells bundled together with an extraordinarily long casting time (relative to the spell itself). And the cost for 5 uses of light at 1,000gp makes it prohibitively expensive for the level of PC that would find it advantageous. Also why add flare to the construction - light alone is enough. Also the name makes me think of something that enhances the users abiltiy to duel - this item basically turns your blade into a torch - I get you have to see to duel but the item isn't about duelling so for me the name doesn't work. Its an interestng item, and kudos to you for coming up with an interesting low level item - for my money that is much harder than developing a high level one. There is nothing wrong with it - its just one of those things that I don't thtink most PCs would care very much about having - and so while good is not "Superstar." I hope that is useful to you.
I didn't make the cut so take my counsel for what its worth but: Insanity as the reason for villainy - not that it never happens - or that insane people can't make good villains, but insane people can't organize themselves most of the time much less truly significant or interesting threats. Then to be a good villain has followers of some flavor - most beleivable PCs/NPCs don't wouldn't want to follow a leader who could be clearly described as insane. Because its EVIL Bad guys that do bad things because they are evil are just lame in my opinion. Same with CHAOS. No Money in it Greed is a fantastic motivation for any bad guy especially a villain. If the villain isn't going to get rich or powerful when his plans succeed then it is probably not a very well thought out villain in most cases. No Plan The villain is a powerful NPC but doesn't have any reason to be there, or have plot that has a realistic chance of success. Heroes take the longshots, villains have a long term plan. Basically, I personally prefer a more literary game. That means I like my bad guys to have good reasons for what they do. I like them to have logical backgrounds that have lead them to the dark side and I like for them to have motivations and story arcs that provide a logical context for the nasty things they do. The motivations and background provide IMHO the best hooks. I get that doing this is difficult - but IMHO that is the difference between a monster and a villain. Plus in the wild world of fantasy role play there are plenty of interesting monsters that are evil - vampires, demons, dragons, etc. they don't NEED a motivation - what they are is there motivation. A "VILLAIN" needs to be more. Also a HUGE pet peeve of mine is villians that have resources for the PCs to capture that don't use them to stop the PCs I mean what the heck - how did the jack-a-ninny get to a villain in the first place if he keeps his magic, money, minions, and mansions safely away where no one can hurt them. A villain uses his/her resources - his "lair" is protected - think about a lich spends centuries plotting - of course it will have protected his home with traps, magical, mechanical and otherwise, he will have agents providing him with intelligence, he will have escape routes bolt holes, creatures/minions to protect him. And I respectfully disagree with Mr. Schulz - a "Villain" (as opposed to a bad guy) should be some sort of mastermind - perhaps not with a vast criminal network - but with plans and multiple players in them that he is manipulating. I am also fan of the villain who has interesting retainers - not just hapless redshirts. I like even better when the villain hides behind one of his retainers. Two coppers from a guy who pretends to be a blue elf
I don't like to be negative, especially regarding other peoples work, but I was disappointed in the villains in general. I didn't think all of them were bad. Some of them were perfectly fine encounters, and some of them had some interesting imagery - but none of them were villains, none of them were even encounters I would bother to use. Mostly though I was surprised at that only a couple even made any sense, they were little more than just weird NPCs. Of course it may be that I am a bit bitter - and even if I had advanced I concede that I may not have been able to write them up as well, which is obviously critical in a contest like this. But I liked ALL of my villain ideas better and some of mine were pretty cliche. I just wish I could of seen one or two where my reaction was, "Now thats cool," or, "I wish I had thought of that." Hopefully some of the other rounds will be more fun to read.
I am a $%&*£$% idiot. Some others have already commented the same - my item was auto rejected and should of been. I was the dolt that put the lengthy costing notes in along with my entry. I honestly did think that we were supposed to include our costing notes with the item, and that those note were "separate" from the submission word count - I fully realize that there is no reason I should of thought that, that the instructions do not allude to that, and that EVEN IF it were true the notes I submitted were well beyond what was necessary to do that. So back to my original line, "I am a $%&*£$% idiot." My only excuse is that I when I have submitted items in the past, costing note were requested, and I pulled the trigger on my superstar submission very late (in terms of my local time and was a bit punchy - yet another reason I am an idiot). Not that advancing is life and death to me but I should of acted at least as professionally towards this submission as I do my day job. Now the fact of the matter is that even if I hadn't got a bad case of the keyboard trots my item probably would not of advanced. I think it was fun and clever (at least it would of been in the context of the games I have played in) but it probably wasn't superstar. But to actually go out of my own way to eliminate myself - well thats something special. Thank you for providing the opportunity to vent. It is my sincere hope that even though my submission was autorejected in its extended form - that some of the folks on the boards will see it and use it and have some fun with it.
I didn't make it to the second round but to better prepare for next year I would love to have this villain critiqued - thanks in advance. Smaragd Volnot Eco-Terrorist
Description:
Motivations/Goals:
Schemes/Plots:
• The destruction of the roads, aqueducts, merchant caravans and lines communication passing through lands under is control.
Adventure Hooks:
Sean I would love to read your comments. Thank you. Rogue's Deck [b]Aura Weak illusion; CL 5th
Description These enchanted decks of playing cards grant those lucky enough to possess them with the ability to perform a vast array of card tricks (including tricks that would be impossible with a conventional deck). Rogue's Decks grant their users a +10 bonus with regard to perform checks using card tricks. Further, Rogue's Decks allow users with ranks in perform to make perform checks with the deck as if their ranks were in the perform style "card tricks." In addition, users of a Rogue's Deck can throw a card or cards at targets as weapons. Thrown cards fly towards and strike targets in precisely the same fashion as missiles generated by a magic missile spell save that cards inflict only 1 point of damage. For the purpose of determining the number of missiles, range, and other variables the effective caster level is equal to one half the user's ranks in perform. Cards thrown are never damaged and reappear in the deck as soon as they make impact. Construction Requirements Craft Wondrous Item, magic missile, prestidigitation; Cost 27,000 gp.
I didn't make it to the second round but I would love to have my villain ideas critiqued. Captain of the Mithril Talon - Sorya Sparrowsong
Description:
Tall and lean with sky blue skin and midnight black hair that glitters with stars, Sorya would be striking in any arena. In the male dominated world of piracy Sorya is truly unique. Always impeccably dressed (something she demands of her crew as well) at sea Sorya's clothing is practical and suitable for work on a warship. In port Sorya dresses as appropriate to a woman of quality, her only visible conceit to her profession is her rapier Quill which is at her hip at all times. Underestimated as a mere brigand Sorya sails from port to port pulling the strings of thieves' guilds in more than a score of coastal cities. Over time, select crew members "graduate" to the thieves' guilds of the port cities Sorya frequents. These agents gather the information that is the Mithril Talon's most valuable cargo. Brokering this information has given Sorya vast wealth, and through wealth, the power to control more than a score of thieves guilds along the coast. Motivations/Goals:
Sorya is fiercely loyal to those who are loyal to her and the abuse of one of her agents often results in the cruel demise of the offending persons. Schemes/Plots:
Adventure Hooks:
Clark please review my item.
Rogue's Deck Aura Weak illusion; CL 5th
Description These enchanted decks of playing cards grant those lucky enough to possess them with the ability to perform a vast array of card tricks (including tricks that would be impossible with a conventional deck). Rogue's Decks grant their users a +10 bonus with regard to perform checks using card tricks. Further, Rogue's Decks allow users with ranks in perform to make perform checks with the deck as if their ranks were in the perform style "card tricks." In addition, users of a Rogue's Deck can throw a card or cards at targets as weapons. Thrown cards fly towards and strike targets in precisely the same fashion as missiles generated by a magic missile spell save that cards inflict only 1 point of damage. For the purpose of determining the number of missiles, range, and other variables the effective caster level is equal to one half the user's ranks in perform. Cards thrown are never damaged and reappear in the deck as soon as they make impact. Construction Requirements Craft Wondrous Item, magic missile, prestidigitation; Cost 27,000 gp.
Clark, please review my item. Healer's Lute Aura Moderate conjuration (healing); CL 7th
Description Crafted from dark mahogany and inlaid with silver these enchanted musical instruments grant a +10 bonuses to perform checks made playing them. In addition, healer's lutes greatly enhance the healing prowess of those with the power of bardic music. Each daily allotment of bardic music channeled through the lute allows the musician to heal a single creature a number of hit points equal to his perform check. Alternatively, rather than restore lost hit points the musician can channel an allotment of bardic music to cure disease, cure blindness/deafness, or remove curse. Use of any of the healing powers of the harp require at least five minutes of uninterrupted play. Construction Requirements Craft Wondrous Item, cure serious wounds, remove blindness/deafness, remove curse, remove disease; Cost 32,000 gp.
Clark, please critique my item.
Kyr wrote:
Clark Peterson wrote:
Thanks for the honest feedback. Much appreciated!
|