Jakardros Sovark

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RPG Superstar 2013 Top 32. RPG Superstar 6 Season Marathon Voter, 7 Season Dedicated Voter, 8 Season Dedicated Voter, 9 Season Star Voter. 572 posts. No reviews. No lists. No wishlists.


RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Sarkorian Sunderjaw
Aura moderate transmutation; CL 7th
Slot none; Price 48,305 gp; Weight 8 lbs.
Description
Crafted from the mandible of a large demon, this +2 greatclub is carved with intricate scrimshaw depicting monsters of many kinds. At creation, its tooth sockets are devoid of teeth, the bone is strengthened to not be fragile or have a damage penalty, and its critical threat range is 19-20.

On a confirmed critical hit against a conscious creature that has a bite attack, the sarkorian sunderjaw unerringly strikes the mouth of the target. The creature takes critical damage as normal and must succeed at a Fortitude saving throw (DC 16) or have its teeth (or the like) smashed out or sheared off, rendering its bite attack useless. A creature losing its only natural attack this way gains a primary slam attack based on its size (see the Universal Monster Rules in the Bestiary). If the tooth sockets are empty, the wielder may have the broken teeth magically and immediately fill the club's sockets, dealing both bludgeoning and piercing damage thereafter.

Additionally on three attacks per day, if the bite attack of a monster whose teeth are held in the sarkorian sunderjaw caused bleed, disease, paralysis, poison, or another effect (with GM approval), the club has that same ability, though any saving throw DCs become 16. The wielder chooses to use this ability as a free action before he rolls the attack, and on a natural 1, the teeth are shattered and the sockets become empty once again. The teeth can also be removed manually with an hour's work.

Construction
Requirements Craft Magic Arms and Armor, Improved Critical, Power Attack, strong jaw (APG); Cost 24,305 gp

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Congrats theheadkase. It is nice to see diehards make it through. Knock them dead in the rest of the rounds.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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One of my favorites. Nice. Love the visuals. Congrats.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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theheadkase wrote:
Nickolas Floyd wrote:
I'm not sure what is worse. Getting a spell of Exploding Runes in the face or getting Rick Rolled. They both leave me feeling burned.

How about...

** spoiler omitted **

Ouch. You're the worst.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Le Petite Mort wrote:
I'm not really sure what the sweet spot for flavor text is. None at all seems a bad idea, as thinking of the item's place in the world gets the reader excited about the concept. A whole paragraph is too much, making the reader think that item is little more than an excuse to talk about your campaign.

Not a sweet spot. A thin line. Though it is tempting to have a lot of fluff because one thinks that Paizo is looking for someone who can craft a good story, avoid much fluff text. One sentence of description. That's it. No backstory. No "favored by." Look at the Core Rules magic items. Many don't even have one sentence of "flavor." Use a good description and the item's name to imply backstory and its connection to the world, but don't tell us what that connection is too strongly. A GM might change it anyway. Of course now that judges are not making the call, that might allow more leeway on this. Us long term entrants will always hold up the lessons we learned in the early seasons of RPGSS and vote accordingly.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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I have not had characters craft in my games (I run mostly one shot games if I play at all). But if I had a campaign and someone said they wanted to craft an item greater than minor, I would add some of this to the game. "You need this exotic ingredient." And then I would make sure they had opportunity to find it with some interesting difficulty. Totally role play it.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Curaigh wrote:

I want to add praise for the cull system this year.

Wow!

I concur. Much better doing a series of small culls as opposed to one. Of course I got culled last season and I'm still in it this time. It has kept more people voting I think. I still haven't seen my own item, but the doc says I'm there.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Aaron Miller 335 wrote:
Nickolas Floyd wrote:
Aaron Miller 335 wrote:
You have NO spell in your requirements?
I don't know this item, but that can be ok sometimes. There are a couple in the PSRD that do this. Check out the Phylacteries of Channeling. I have an item that I did not submit that only requires the creator have two specific witch hexes.
I still up voted it, just strange, and hard to price.

It's my opinion that the formula pricing is crap unless the item actually duplicates the spell effects in question or casts those spells. If the formulas work well to price your item, you are likely designing a SIAC item. The comparison method works better if your item is not a SIAC. Ballpark it and compare it to like priced items. Then move it up or down based on how powerful the items are to either side of its price giving an optimized character build for each item. And maybe add a little cause in the competition it is better to overprice a little than to have voters think it is underpriced.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Yeah, I won't down vote or even think ill of an item with filigree. I didn't even notice all the filigree items in 2013 when the filigree thing got started. I would think ill of the item if the designer used it to describe the wrong thing, but even that is excusable if the item is clever and unique.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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GM_Solspiral wrote:

The synergy with the ring's charge mechanic doing almost the same thing mine did... it's like they cribbed that line and modded it slightly. I'm not saying it's completely against the rules but it would make me upset if that ends up top 32 and mine doesn't.

Yeah. I saw that one. Not sure it is the same one I mentioned in my post above, but it might have been. It probably was.

But this doesn't necessarily mean the designer ripped you off. He or she might have never seen your item and it could have just been a case of parallel design. I actually designed an item (a helmet) about three seasons ago that had a connection to that ring you also used in your last year's entry. I had put the helm aside already (partially because it was not legal last season, and partly because it was one of my least favorite of my designs), but totally scrapped it when I saw your somewhat parallel design last year. Mine wasn't a recharge, but it had a bigger effect as a set with the ring.

But, then they might have stolen your idea. Maybe you will be able to find out during the critiques. But hopefully you will be too busy to worry about it. :)

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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theheadkase wrote:
DmRrostarr wrote:
Ugh...thinking you read too much "Order of the Stick" when I see your item.....
I saw your avatar and did a triple take...I haven't seen anyone else using this on these boards and I was confused because I clearly did not remember writing that post!

I totally thought it was you, too.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Two simple and elegant items of low word count paired against each other. I gotta go with the slightly more interesting effect, but bravo to the two designers.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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OK. That formatting is very old. It was never in the Pathfinder RPG. And it is boring and not very imaginative. Somewhere a culled item is crying in a corner, because of you. The competition is a clever idea, if not a poor execution. This is the type of item I would like to edit.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Nice. Almost a spell in a can, but different enough. I like it. Well thought out and useful. Kind of a plot item, but it is a plot I would use. Your competition is kinda creepy, has charges that are not "charges," and has a terrible recharge mechanic.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Well, that's all 27 RPGSS 2015 items that were posted here for me to edit and revise thus far. It only took me about 23 days. And it looks like I finished right at the end of page 2. I hope I didn't miss anyone.

I'll do some more if you still want to post, but they might take me a few days each from here on out. I've got two special requests at the top of page 2 to do and they will go here when I finish them. This was fun, but very time consuming. I learned a lot and I hope I helped some other designers. Overall, I'm impressed with the items this year. I truly think the whole group gets better every year. I'm not sure I will do it again next year, but we'll see. Maybe I'll do it a bit differently.

Thanks to everyone who trusted me with their baby and I hope they liked where I took them.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Doc_Outlands wrote:

Campaign Staff

Aura strong conjuration; CL 13th
Slot none; Price 143,000gp; Weight 5 lbs.
Description
This stout iron-bound oak staff is topped by a fist-sized knob of polished granite, carved so that the entire staff resembles a castle watch-tower of worked stone. Inspired by the fluid nature of magical warfare, a campaign staff allows its wielder to function effectively in both offensive and defensive siege roles via access to the following spells:
rampart (2 charges)
move earth (2 charges)
transmute mud to rock (2 charges)
transmute rock to mud (2 charges)
wall of stone (1 charge)
magic siege weapon, greater (1 charge)

The wielder may also spend charges to summon Medium, Large, or Huge earth elementals to serve as assistants to repair damaged structures, clear heavy debris, or wreak havoc on the enemy.
• 1 charge – 1 Medium earth elemental
• 2 charges – 1 Large or 2 Medium earth elementals
• 3 charges – 1 Huge or 2 Large or 4 Medium earth elementals

Summoned elementals remain for 10 rounds and only one such summoning can be active at any time.
Construction
Requirements Craft Staff, magic siege weapon, greater, move earth, rampart, summon monster VI, transmute mud to rock, transmute rock to mud, wall of stone; Cost 71,500gp

Campaign Staff (Phloid Edit)

War Siege Staff
Aura strong conjuration and transmutation; CL 13th
Slot none; Price 113,000 gp; Weight 5 lbs.
Description
This stout, iron-bound, oak staff is capped with a gray granite topper carved to resemble a castle watchtower complete with model siege engines and crew figurines. The staff allows use of the following spells:

Greater magic siege weapon (UC) (1 charge)
Telekinetic assembly (UC) (1 charge)
Greater energy siege shot (UC) (2 charges)
Move earth (2 charges)
Rampart (APG) (2 charges)
Wall of stone (2 charges)

If a wielder with 5 or more ranks in Knowledge (engineering) or Profession (siege engineer) casts a spell that specifically targets siege engines, he is considered proficient with that siege engine for the duration of that spell. If two or more different spells are cast on the same siege engine, the wielder is considered to have the Siege Commander feat in regards to that particular weapon as long as two such spells remain in effect. Additionally, a wielder with the skill requirement above may spend an extra charge to cast telekinetic assembly from the staff on an already assembled siege engine. This changes the duration to 10 minutes/level, and allows the weapon to operate telekinetically as though fully crewed while the wielder functions as its crew leader.

Construction
Requirements Craft Staff, Siege Commander, Siege Engineer, greater energy siege shot, greater magic siege weapon, move earth, rampart, telekinetic assembly, wall of stone; Cost 56,500 gp

Editor's Notes:
Before looking at your critiques I'd have to say that this is a solid staff with an interesting theme. That being said, I think it does too much. Six spells is a lot for a staff and then there is essentially three summon monster spells to boot (and I'm not sure why they are not just such with a restriction). There are quite a few staves that have 6 spells and one or two that have seven. The only one that has nine or more is the Staff of Power and that is the Staff of Freaking Power! Although the earth elementals and the note that they can assist in menial labor on battlements is close to the theme in some ways, I think it is the outlying problem. It is fairly unlikely that the elementals will be utilized like this, especially since they don't have any abilities that lets them manipulate earth and stone as this staff does. And they only last 10 rounds, so though they are big and powerful, there is not a lot of work they can do in a single minute. They are going to be used, as most summoned monsters are, as a beat-stick and that is not as much within theme. And writing these as an ability rather than a Summon Monster spell implies that they are summoned as a standard action rather than a full-round action. That's kind of breaking the rules. At this point I'm not sure what I will replace this with, but I'm sure I'll come up with something cause there is theme to work with here. There are a few template errors, but I will not mention them here. Take a look at the edit and compare it to the original to spot these errors.

The description has minor issues for me. The "knob" of granite makes me think that it is just a ball of stone and maybe a stone for a catapult, and then it is described as being carved to look like a watchtower. Confuses me for a second and I think the culprit is the word "knob." I'm also not sure how the "entire staff" looks like a castle tower? It is awfully skinny and mostly made of iron bound oak. I just don't see it. And then you have the "inspired by" line. Avoid that kind of thing. You should imply these things in name and description without having to say it. That's how you know your theme is strong.

Overall, I really like the theme and before looking at your critiques I would say that my approach to an edit will be to expound on the theme the name suggests to a greater degree. The name is not quite as descriptive as I think it should be. Obviously you were referencing a military campaign, but "campaign" as a gaming term describes something different and that gets a little muddled. This is a big staff with a lot of spells with fairly cheap charge costs so the price is approaching the right amount I think.

Now to check out your critiques. There are only four listed in the Tracker, but they mostly agree with me. Jaragil suggested the ability to man a siege weapon alone, which might be worth looking into. He also suggested a scrying spell, but I'm less interested in that idea (though handy in a siege). Feros mentioned that it is a SAK item, but I see this less so, though the summoning elementals might lean this way. There are five spells that create battlefield obstacles in the earth and one that augments a siege weapon. The siege weapon (and the summoning spells) are the outliers. I might even make the edit even more of a SAK to expand the theme to more than earthen redoubts and battle ground obstacles (and one siege engine spell). GM_Solspiral made a couple suggestions, but the one I like at a glance is the use of the staff as a ram. We'll see.

Now for the edit. Designing staves is hard or boring, or both, because it involves a lot of spell research and reading. In the end I went fully on the siege engine and bulwark defenses theme. I'm sure that if there were magic items in Ultimate Combat, something like this would have been created for it. I'm not particularly impressed with the Rampart spell as a 7th level effect, but it fits so well for the staff. You might have thought the same thing in making it cost 2 charges. I decided to make Wall of Stone, Move Earth, and Rampart all cost 2 charges since they all have nearly the same general function with some differences in casting time and slight difference in materials and whether they use existing material or conjure materials. I realize that Wall of Stone appears on two published staves at 1 charge, but I think it is powerful enough to make it cost 2, especially when we are talking about putting trebuchets behind it. The two abilities I replaced the elementals with both involve siege engines and making them more awesome. The two also combo with with each other. One is kind of a feat in a can, but how many characters specialize in siege engines? Do PCs take these feats? Maybe in a dedicated war campaign (as in the RPG term). It does still require some of the prerequisites of the feat so I think this is an ok way to do a feat in a can. I lowered the price a little, though I did not do any math for the staff and I'm just eyeballing it. Seams good, but maybe a little less useful than summoning earth elementals. Anyway, I hope you like the edit.

I think your item was good and I didn't feel it was a SAK as it was all themed together. I think the elementals was going too far, but overall it had some mojo. Pay attention to how items of its type are templated. There are rules for all of them. I think you could come up with something for next year that really shines. Good luck with RPGSS 2016 and all your future gaming ventures.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Jerry Keyes wrote:

If you still have the time and willpower to do these, I would really enjoy getting your take on my item...Thanks!

Sure. There are three in front of you I think and I've been averaging about 1.2 per day so by Thursday or Friday I should post a revision here. Thanks for participating.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Papasteve08 wrote:

Perpetual Vortex Staff

Aura moderate evocation and transmutation; CL 9th
Slot none; Price 35,000 gp; Weight 5 lbs.
Description

This matte black, metallic staff is composed of small, hexagonal discs that perpetually disconnect, revolving momentarily in an erratic orbit, and reattach in ever changing locations. Perpetually unraveling and reforming a few discs at a time, the staff remains in a state of chaotic equilibrium. The perpetual vortex staff allows the use of the following abilities:

Steps of faith (1 charge) Discs swarm underneath the wielder with each step, interlocking and creating a solid surface beneath her. This ability stays active for up to 3 rounds. While active, the discs support only the wielder wherever she moves, creating walkways or stairs to aid her passage.
Throw the first stone (2 charges) Release a deluge of discs, forming a heaping mound of loose rubble that buries a target within 30 feet. A buried target cannot cast spells with somatic components and must take a full round action to extricate themselves. A DC 20 escape artist check reduces this to a standard action. Once the target is free, the affected space(s) become difficult terrain.
Cleansing vortex (3 charges) Discs swirl in a violent torrent around the wielder, creating a maelstrom of spinning metal and debris. While this ability is active, ranged attacks that target the wielder take a -4 penalty to hit and all adjacent creatures take 3d6 bludgeoning damage per turn. The wielder may also attempt a free bull rush attempt as a swift action once per turn to push all adjacent creatures back 5 feet. Succeeding on this check by more than 10 also knocks the creature prone. This ability lasts for up to 3 rounds.

Construction
Requirements Craft Staff, force punch, shifting sand, stone shape; Cost 17,500 gp

Perpetual Vortex Staff (Phloid Edit)

Lodestone Staff
Aura moderate evocation and transmutation; CL 13th
Slot none; Price 55,000 gp; Weight 5 lbs.
Description
This glossy black staff is composed of smooth, squat stones that perpetually disconnect and reattach in ever changing locations with distinct clacking noises. The lodestone staff allows the use of the following spells:

Magic stone (1 charge)
Stone shield (1 charge)
Raging rubble (2 charges)

The wielder may spend an extra charge on each of the above spells and use the staff as the source of the stones in that spell. With the exception of magic stone, the whole staff transforms for the duration these spells, reforming when they end. This alters the spell's school to Transmutaion and adds the following effects.

Magic stone: A thrown stone sticks to creatures made of metal, or the metal armor or shield of the target. The target must succeed at a Will save or have his weight load increased by one step for 13 rounds. A target can only be affected by one stone at a time.
Stone shield: If the stone is struck by a metal weapon, the weapon's owner must succeed at a Reflex save or have the weapon stick fast. If the weapon sticks, the stone remains until no weapons are stuck, and it provides cover in its square. A stuck weapon may be removed with a DC 23 Strength check as a standard action.
Raging rubble: One five foot square of the swarm sticks to up to four characters with metal armor or made of metal, causing damage and distraction every round the spell is maintained. The swarm decreases its size by five feat for each character so affected.

Construction
Requirements Craft Staff, magic stone, magnetic field (People of the River), raging rubble (ARG), stone shield (ARG); Cost 27,500 gp

Editor's Notes:
So before I read the forum critiques, my first observation is that this isn't really a staff. A staff holds spells and this does not. It has abilities that sort of mimic the charge expenditures of a staff's spells, but that does not necessarily make this a staff. The second ability has no attack roll or save. It just buries someone. It doesn't matter what magic you have or how quick and nimble you are. You're buried. Abilities should always have a chance to avoid or diminish the effects. It might be fine as far as balance goes because it is so easy to escape, but for 2 charges it should be better. It doesn't deal any damage though it feels like it should. Staff spells for two charges are usually around third level spells. This effect is barely the power of a first level spell. It is not much better than the Daze cantrip, but at least Daze allows a saving throw. Then the third ability is way more powerful. Again there is not attack or save. It deals damage "per turn" but does not say when. Is it during the wielder's turn? During the adjacent creature's turn? Is it at the beginning of the creature's turn or can he move to avoid damage? It is really not clear. The best thing about the item is the visuals it presents. It is too bad spells weren't found that could run with this description. That is probably what I will end up doing with my edit.

I don't care for the name either. The disks move about perpetually, but vortex? I just don't see it. I'm not real good with names, but I think it needs a change.

After reading the critiques it appears that this item was DQed for word count. That's tough, but as a consolation I think that it would have suffered from not really being a staff. Many critiques praised the theme and the cool visuals. The first time I read the description I pictured the stones as hermatite or magnetite (lodestone), the kind you find in tourist gift shops (at least in the west). Though you described them as "matte" and they are usually glossy, the color was right and the sticking together and moving around (like with the same polarity repulsing each other) just brought up this picture in my mind. That being the case, magnetic stones was the theme I went with when I looked for spells and the abilities I could add to them. There is the Stone of Weight (Lodestone) in the Core Rules cursed items and the more recent "Lodestone" shaman curse, which were the inspiration for the first ability. These three spells and the short addition I thought to add to them were the best I found and could come up with. There are two Oread racial spells here so I thought about making the creator has to be an Oread, but since racial spells can be learned by others, I decided against it. I had one other spell that I was going to add, but it put me over word count so I cut it. It's added ability was just an additional spell effect anyway. The only real magnet spell is Magnetic Field so that pushed this up to a 13 CL. Yours should have been 11th because Craft Staff requires 11th level. The save DCs of staff spells are usually set by the user, but I used the caster level to set the Strength DC and the duration for the lodestone effect. I'm only guessing at prices for this thing without comparing to other items but I raised the price.

Anyway, I'm not sure if my version is superstar, but it does have some mojo. Some of that mojo was stolen and adapted from your version. You had a great theme here. Watch your word count. Keep up the good work and come back next year with something that really shines. Good luck in RPGSS 2016.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Jeffrey Swank wrote:

Celerity Blade

Aura moderate transmutation; CL 9th
Slot none; Price 47,315 gp; Weight 2 lbs.
Description
Forged with an infusion of quicksilver and quickling blood, this +1 speed mithral longsword’s mirror-like blade shimmers as droplets of mercurial liquid course from hilt to point. This weapon is nimble despite being a longsword, and functions as a light weapon. The crossguard depicts the visage of a quickling that changes expressions ranging from sneering at foes to smiling when blood is drawn.

The celerity blade harnesses the energy of the fey creature and grants the wielder a charge attack that does not need to move in a straight line. The wielder’s base land speed is doubled while charging, leaving streaks of silver trailing behind.

This blade’s swiftness grants the wielder the ability to hide its movement from view, and on the first round of initiative targets are considered flat-footed whether they have acted in the round or not.
Construction
Requirements Craft Magic Arms and Armor, cat’s grace, lighten object, haste; Cost 25,815 gp

Celerity Blade (Phloid Edit)

Quickblood Blade
Aura moderate illusion and transmutation; CL 9th
Slot none; Price 58,310 gp; Weight 2 lbs.
Description
Infused with silver and quickling blood, the mirror-like blade of this +1 speed alchemical silver shortsword shimmers with droplets of mercurial liquid, and its crossguard depicts the sneering visage of a quickling.

Up to three rounds per day the wielder of the quickblood blade can amplify the energy of quicklings, attacking so fast he seems to appear in two places at once. After making an attack with the blade during a full-attack action, the wielder may skip his next attack with the blade to move his speed as a free action. The wielder may not leave the opponent's threatened area, but appears as a streak of silver granting him total concealment during the move. If he begins and ends this movement on opposite sides of his opponent, he is considered to be flanking for his next attack against that opponent this round.

Alternately as a free action, the wielder may use one of the above daily uses to double his base land speed when making a charge attack with the sword. He can make a single turn of up to 180 degrees at any point along this movement and while moving with this ability he appears as a silver blur granting him total concealment.

Both of these abilities grant concealment instead of total concealment against quicklings or any character under a haste effect.

The blade may be drawn as a free action, or if the wielder has the Quick Draw feat, an immediate action, even before initiative is rolled if not surprised. While in hand the blade grants a +2 circumstance bonus to initiative.

Construction
Requirements Craft Magic Arms and Armor, Improved Initiative, Quick Draw, blurred movement (ACG), haste; Cost 29,310 gp

Editor's Notes:
The original item breaks a couple rules that I think should not be broken by PCs. A light longsword. Charging in any movement pattern. Totally subverting the surprise rules. And all constant or at will. These all seem to be things that should not be done, and certainly not at this price. Certain classes and builds would kill for these abilities and this might become a given purchase for these characters. That being said, it is hard to do an item that speeds a creature up that is not just Haste or Expeditious Retreat in a can. There was ambition here and I like that. I also love the theme because quicklings are among my favorite fey.

There was at least one critique that loved the name, but I don't care for it. I see the word "celerity" at a glance and I read "celery." It reads as a vegetable knife at a glance and you don't want that. It takes a double take to get it right. There were other items in voting that did this to me too. I read "aureole" as "areola" once and could not stop giggling about my mistake. I believe I voted for that item anyway, so it didn't turn me off from the item. This is not an item breaker, but is something I'd avoid it someone pointed it out to me.

The critiques were all over the place. Some loved it. Some thought it over reached. Many had an issue with one ability, but all three abilities got some negative attention by different critics. There is a definite argument to be made that this should be footwear or something. One of the critiques pointed out that mercury is poisonous as well.

There was some mentions that longswords should not be light weapons and I think I agree. There is another issue with this being a longsword as well. This is obviously a rogue weapon, but unless the rogue is an elf, he is not proficient with this weapon, despite it being light. It is possible that you thought that making the rogue take Martial Weapon Proficiency or a level of fighter was a balancing point of this item, but this is not a good restricting element for an magic item.

My approach to editing this was to replace or curb some of the abilities. I realize that what I did were fairly big changes, but I think I kept it within theme. The new primary ability combos very nicely with the Speed weapon quality and even scales with the level/BAB of the wielder. This ties it to being a weapon more instead of it seeming like it could be a pair of boots. It is still clearly a rogue, but I could see fighters liking this item as well. I changed and curbed the charge ability making it slightly less awesome but about the same effect most of the time. But I made it use one of the 3 daily uses too. I nearly added a mercury poison effect, but this seemed a little outside the theme, that not being poison. That being the case I decided to change the item's material and description, but leave the description mentioning "mercurial" liquid that may only be a metaphorical adjective describing the appearance. Maybe it's quickling blood? It still gives the impression of mercury and it is well known by the nickname "quicksilver," so quicklings and silver give enough allusion to this word without making the weapon poisonous. The light weapon situation was a sticking point. I wanted to do something more than just change the item to a shortsword or rapier, but just allowing Quick Draw was just too easy and Feat in a Can. One of the critiques suggested an initiative bonus and because I couldn't think of anything else, I combined the two. I went with shortsword since that is the quickling's weapon in its stat block. In looking for spells that might make good requirements with the changes I found Blurred Movement which mechanically mimics the Quickling ability. Unfortunately it is an illusion spell, but I figured that it was ok to augment the speed blur. The other spells I found had issues. Burst of Speed is not a wizard spell and neither is Linebreaker (also a half-orc racial spell). And there was Expeditious Retreat, but that does not sound like an offensive spell. I added Quick Draw since it mimics that feat and expands on it. I added some to the cost/price as I think I made it stronger. I'm just eyeballing the price and this could be off in one way or another. Though I've added words to all of the items I've edited on this thread, this one is right at the max. I nearly dropped the last ability due to this, but I think all of them are worth saving. Instead I reworded things to cut some words and cleared up my own writing by doing so.

Anyway, I hope you like what I did, even if it changed your original abilities. There was definitely some great mojo here and some super good writing. One of the best written I've had the pleasure of editing. Keep up the good work and good luck in next year's contest.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Lucus Palosaari wrote:

Only thing I'd alter is the name, as this is one of those items where metagaming is a concern, I wouldn't want to do anything to remind the users of that, but I even like your rationale for why/what you changed the name to.

Thank you so much for doing this!

lol. Totally. I should have called it the Metagame Staff.

And your welcome. Keep up the good work.

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Lucus Palosaari wrote:

Dynamic Staff

Aura moderate varies; CL 13th
Slot none; Price 20,000 gp; Weight 5 lbs.
Description
This plain wooden staff bears archaic sigils burnt into its surface, that change to reflect the spells currently contained within the staff. Unlike most staves, which have a static set of spells that can be cast from them, a dynamic staff holds three spells that can be changed by the wielder daily. The staff allows use of these three spells through the normal means of wielding a staff, except that they consume a number of charges from the dynamic staff equal to their spell level.
When a spellcaster imbues this staff with a spell to recharge it, the chosen spell replaces one of the three possible spells that can be cast from this staff (spellcaster’s choice). Imbuing a spell that the staff already possesses simply recharges it. Rather than regaining a single charge when imbued, the dynamic staff gains one charge per spell level of the prepared spell or slot expended. The staff can never gain more than 10 charges, with additional charges being lost. This imbuing counts as the spellcaster's one imbuing of a staff per day. Spells with expensive material components can never be imbued into the dynamic staff, simply failing to be cast if used.
For a randomly generated staff, treat it as a scroll to determine what three spells are stored in it.
A spellcaster who selects the dynamic staff as their bonded object can replace any one spell in the staff with the spell they cast from their spellbook using the bonded staff as they are casting it.

Construction
Requirements Craft Staff, limited wish; Cost 10,000 gp

Dynamic Staff (Phloid Edit)

Metastaff
Aura moderate varies; CL 11th
Slot none; Price 62,000 gp; Weight 5 lbs.
Description
The surface of this smooth oaken staff is branded with arcane sigils that betray the spells currently stored inside and are magically changed when a spell is replaced. When a metastaff is found it contains three spells of sixth level or lower from a single class's spell list. The spells contained within can be determined with a minute of observation and a DC 20 Knowledge (arcana) without need for detect magic.

Unlike most staves, a metastaff can hold up to three spells of 6th level or lower that can be changed by the owner. Adding or changing a spell inside the staff can be done in lieu of recharging a staff when the owner prepares spells or regains spell slots and counts as the spellcaster's staff imbuing for the day. If the staff already contains three spells, one is chosen to be replaced. The spell to be added must be one the owner can prepare or cast spontaneously, and he must forgo one prepared spell or spell slot of a level equal to the spell being added. Metamagic feats may be used to augment a spell added to the staff. This increases the caster level of the spell imbued and the spell or spell slot sacrificed to place the spell as per the individual metamagic feat, but cannot increase the spell level above the 6th level maximum. The staff can be recharged as a normal staff instead of changing a spell.

• 0 or 1st level spell (1 charge)
• 2nd or 3rd level spell (2 charges)
• 4th or 5th level spell (3 charges)
• 6th level spell (4 charges)

Construction
Requirements Craft Staff, any two metamagic feats, mnemonic enhancer or imbue with spell ability; Cost 31,000 gp

Editor's Notes:
This is an interesting take on a staff. In reading it, I'm not sure what to think of the mechanics. I usually take some notes before reading the critiques, but all I can say is that things can be made clearer and probably a change to the charge/recharge mechanics as they don't quite feel staff like. I'll take more notes when I see what others have to say about it.

And after reading the reviews and commentary, my thoughts were verified and expounded upon. Though the idea is cool, there are definite balance and abuse issues. In editing this item I am going to try and tweak the mechanics and try to bring them more inline with the standard staff rules while limiting its power.

I decided to limit the spells up to 6th level and make charge costs based on spell level. These escalate a little fast maybe but due to the versatility of this staff I feel they are appropriate. I also added the ability to add metamagic feats to the spells put into the staff. "Dynamic Staff" was not a terrible name, but with this added ability I thought "Metastaff" was maybe a better fit. There were likely metagame issues with the original where it could recharge the staff and change a spell at the same time. Though it may have worked, it also broke the mold for staves and the number of charges added and spent. I tried to curb these issues by making the changing of a spell use up the daily staff recharge without adding a charge. This still allows the owner to change its staff spells to all 0 and 1st level spells so that charging it takes a weaker spell that the caster might not miss so much, but this does take at least two extra days (at least one to get rid of the highest level spell, and one to put it back) so I think this self balances. All staves favor campaigns with frequent down time, and these loses of a couple days will not always be worth while. To replace your last line, I also nearly added this ability:

Quote:
Once per day, a spellcaster who has chosen the metastaff as their bonded object can cast any spell from their spellbook or one of their spells known as if it were one of the spells in the staff. This spell must be of 6th level or lower and costs the appropriate number of charges.

But I thought it was likely as step too far and was considering cutting it. Word count issues made this an even easier choice.

Overall, the original was an interesting idea that maybe went a step to far in some areas. As far as the edit goes, I still get the feeling that this kind of breaks the staff rules too much, but the ability to add metamagic feats to these spells (which may have not been completely banned in the original, though it did not elaborate) does give it some interesting options as far as staves go. Anyway, I hope you like where I took your item. It was interesting to explore and shows that you have some great ideas. I wish you luck in next years competition.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Russ Brown wrote:

Every time I see this thread, I read it as the "Eat My Item" Thread.

Sorry, please continue.

Well, I hope no one feels like I am eating their item. Maybe just cooking it a little more sometimes.

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theheadkase wrote:

Chrysalis Carapace

Aura strong abjuration; CL 14th
Slot armor; Price 65,800 gp; Weight 40 lbs.
Description
This +3 reflecting suit of full plate armor is sweet smelling, honey-tinted, and made from layers of the discarded cocoons of giant moths or gloomwings.

Any creature worshiping a deity with a nature theme may add this armor to the list of armors in which she is proficient.

Three times per day the wearer can command the chrysalis carapace to form a split in the back with a loud cracking sound and sprout delicate looking butterfly wings. The wearer gains a fly speed of 40 feet (perfect) for 10 minutes. At the end of this duration, the wings furl back into the armor and the split seals itself.

Once per day the wearer can will the chrysalis carapace, as an immediate action, to force any one creature casting a spell to make a concentration check adding the wearer’s level to the DC. If the target fails the concentration check, the spell is lost to the caster and absorbed into the armor. Absorbing a spell in this manner causes the chrysalis carapce to open dozens of ragged slits and diaphanous, winged insects to pour out over the armor, granting the expeditious armor special ability for 1 hour.

Construction
Requirements Craft Magic Arms and Armor, fly, spell turning; Cost 32,900 gp

Chrysalis Carapace (Phloid Edit)

Chrysalis Carapace
Aura strong abjuration; CL 14th
Slot armor; Price 79,800 gp; Weight 40 lbs.
Description
Lightly covered in an iridescent dust, this +3 full plate was constructed by overlapping the discarded chrysalises of star monarchs, the magical emissaries of Desna. It has the same strength as steel but is 1/5th lighter.

Once per day, the iridescent powder and luck of Desna can be called upon to reflect a single spell back at its caster. This functions as the spell turning spell, except that the wearer may add the effects of up to two metamagic feats he knows as though the caster had applied those feats. These metamagic feats (or feat) cannot have a combined spell level increase of more than 2 levels. Adding these feats does not change the actual spell level, nor does it change the casting time. Heighten Spell may not be selected for this ability. The wearer may attempt a Spellcraft check to identify the spell being cast before choosing what metamagic feats to apply. Failure to identify the spell may cause metatmagic feats to be applied that are ineffectual on that spell.

Three times per day as a standard action, the wearer can command the chrysalis carapace to split at the shoulder blades with a loud cracking sound (Perception DC -5) and sprout delicate butterfly wings. The wearer gains a fly speed of 60 feet (good) for 10 minutes. At the end of this duration, the wings furl back into the armor and the split seals itself.

The chrysalis carapace is treated as medium armor for a character with divine powers granted by Desna.

Construction
Requirements Craft Magic Arms and Armor, any two metamagic feats, fly, spell turning; Cost 39,900 gp

Editor's Notes

Spoiler:
The name is pretty good, but gives some confusion whether it is a cocoon or a shell of some kind. It is likely you are using "carapace" as a metaphor for armor which is fine, but since both words are affiliated with insects of different sorts this adds to the confusion. A chrysalis is somewhat like a carapace I guess as it is another harder skin of the insect, but it is not what I think of when I think of a carapace (turtle shells, beetle shells, crab shells). I got a bit of an entomology lesson on this item. To get technical, cocoons (used in the description) are the silk outer covering of the pupa in most moth species. I found conflicting statements whether the shell inside a moth cocoon is referred to as a chrysalis, but butterflies definitely have a chrysalis and no cocoon. They are not synonymous terms and a cocoon would not be considered a carapace. But I questioned via PM and you said to go with butterflies. And I don't think you can use butterflies in Pathfinder without a connection to Desna so I just embraced it. Still, it is a good name and I could not come up with anything I liked better.

Your description, though evocative, does confuse the theme even more. It twice gives me a bee feeling. I'm pretty sure that was not your intent, but you probably should have said that it was "amber in color" instead of mentioning honey. Do chrysalis smell sweet? Do butterflies because they eat nectar? I don't know. I like adding other senses besides sight, but if the associated smell is obscure, it should probably be avoided. Also I think it is better to state what the item is made from instead of giving two possibilities. Since I went wholly to Desna I chose the chrysalis of her butterfly-like helpers, the star monarchs. The only negative side effect of going with a Desna theme was that it kind of took the item away from druids and nature, but it made the armor proficiency allowance easier. This is good because the original line that allows a worshiper of a nature deity to be proficient with this armor has issues. First, you should not make such ambiguous statements. Who defines a nature theme? It is just too loose and open to interpretation. Secondly, it allows any worshiper to wear this, not just a divine spellcasting class. I'm pretty sure my non-religious barbarian would suddenly find new faith in Gozreh if we came across this armor. I tried to fix this while still keeping the intended purpose. Desna fixed that, though made it more niche. Of course is you have to embrace a deity with your item, Desna's a good choice.

I tweaked the flying ability some. I moved it closer to the flying of a fly spell, which would be between the flying ability of a gloomwing and a star monarch. It was already limited by duration so I did not want to limit the speed as well. I did decrease the maneuverability because (perfect) seemed a stretch for butterfly wings. I put the flying ability later in the description so as not to bury the lead.

Though maybe it should be, Reflecting is not an armor quality, but it seemed to be an important function of the item with the last ability having a similar vibe. Some critiques did not like the final ability for several reasons. The expeditious armor ability being granted by an insect swarm is also strange. As cool a word is diaphanous, I had to look it up and you don't want to make people do that while voting. The original ability as written is weird because it uses the wearer's level to adjust a DC. Not only is this beyond the norm, but it does not seem like there is a reason why the wearer's level makes it harder for the caster to cast his spell. Just through shear awesomeness? It is not clear. Maybe if the moths were the distraction, but they are not deployed yet. I had to go with something else. Because of the reflecting quality and the fact that the last ability kind of has a spell turning/absorbing vibe to it, I decided to borrow the reflective quality and expound on it. I played with automatically adding certain metamagics, but there are so many that were possible to add to single target spells. I left it open to add what the wearer has. This would be better when the wearer could plan his feats to use this armor. Certain feats would be more useful than others and many will be wholly ineffectual. These are the possible feats to use: Adds one spell level: Bouncing Spell (APG), Disruptive Spell (APG), Ectoplasmic Spell (APG), Elemental Spell (APG), Extend Spell, Flaring Spell (UM), Intensified Spell (APG), Merciful Spell (APG), Piercing Spell (UM), Rime Spell (UM), and Toppling Spell (UM). Adds two spell levels: Burning Spell (UM), Concussive Spell (UM), Empower Spell, Persistent Spell (APG), Sickening Spell (APG), or Thundering Spell (APG). Some of these will just fail depending on the spell reflected. I think this is a cool ability and I hope you think it is cool too. It is quite a powerful ability with the right planning, so even though there is one fewer ability overall, I knocked up the price some. I'm only eyeballing the prices here but I think this is more powerful over all. My price might still be too low. Playtesting may identify this.

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Azouth wrote:

Ragathiel's Regalia

Aura moderate transmutation; CL 9th Slot Armor; Price 124,000 gp; Weight 25 lbs.
Description

This +3 full plate has the holy symbol of ragathiel engraved on the chest plate. Like its namesake this armor combines two conflicting forces. In this case strength and flexibility into one, being made of both adamantine and mithral.

On command, it sprouts five fiery wings (producing light as the daylight spell) from the back and let the wearer fly (as spell). Useable six times per day for up to 5 minutes per use.

When worn by a paladin this is useable at will.

Construction Requirements Craft Magic Arms and Armor, daylight, fly, creator must be good; Cost 74,750 gp]

Ragathiel's Regalia

Aura strong evocation and transmutation; CL 13th
Slot Armor; Price 100,000 gp; Weight 25 lbs.
Description
The near mirror-like breastplate of this +3 mithral full plate is emblazoned with the wing and sword symbol of Ragathiel, the General of Vengeance. For worshipers of Ragathiel it functions as a holy symbol divine focus.

As a standard action, the armor can sprout fiery wings. On the first activation each day, there are six wings that shine light as the daylight spell and provide the effects of a fly spell. The fly speed is 60 feet despite the heavy armor (though a load heavier than light still reduces the fly speed). On each activation, this ability lasts for a number of minutes equal to twice the number of remaining wings. If a wing is removed, this reduces the duration immediately.

As a standard action the wearer may grab one of the wings, rip it from his back, and throw it at a target creature within 60 feet as a ranged touch attack with no range penalty. If the attack hits, the target takes 3d8 fire damage. A wearer with the smite evil ability may spend a daily use of smite evil and apply it to this attack.

For each wing that is removed from the armor, the fly speed and the light radius is decreased by 10 feet (reducing the increased area of light by 20 feet). If only one wing remains the armor cannot fly, but acts similarly to a feather fall spell, though the wearer may move 10 feet laterally each round of falling.

Construction
Requirements Craft Magic Arms and Armor, daylight, fire of vengeance (APG), fly, creator must worship Ragathiel; Cost 62,750 gp

Editor's Notes

Spoiler:

The name is pretty great, but this item is kind of plain in my opinion. It is armor that flies. Nothing especially spectacular about it except maybe the visual, though it is Ragathiel's visual so it not unique. It is better for a paladin. I think the most superstar aspect about it is that fact that it is created from two different special materials, but this was not fully explored with armor stats. I get the reference to Ragathiel and his mixed lineage, but neither mithral nor adamantine is angelic or fiendish and the connection is quite loose. One material is stronger than the other, and one lighter than the other, but I've never pictured either as a "conflicting force" of the other. It is really expensive for what it does considering Wings of Flying is only 54,000 gp. Flying is really good, but not that good. With my edit, I was shooting for around the same price but I don't think it quite gets there so I lowered it 24,000. I wish it could be created with only paladin spells, but what are ya gonna do? They can't cast fly. And neither can most clerics. With the changes, I tried to add "Vengeance" or "Righteous" to the name, but it was clunky or too much alliteration. It was certainly not intentional, but is there a subliminal message from the lower hells in my edit? I'm not saying anything, but there are a lot of sixes in here. To make this item more superstar, I went deep with the Ragathiel and his back story (losing a wing) and ended up dropping the mixed materials. This added a fair number of words to the item, but in the end it has more punch I think. I hope you agree.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Since I didn't make the top 32 this year, I have decided to do something different in the post 32 forum critique frenzy. If you post the complete text of your item here (with any notes you want to leave) I will edit your item and repost. I will also leave brief notes on the major changes I made (if any) and notes on issues it still might have that would keep it from superstar status. This may change what you intended your item to do depending if the mechanics need work or are somewhat ambiguous, so notes might be helpful to the editing process. I'll also reference any critiques of your item on the forums before I edit your item. I don't really have an professional experience as an editor or much in the way of published Pathfinder game material, but I am an eight year veteran of RPGSS with one top 32 finish. Although my entries may lack the mojo to break into the top 32 most years, I've got a strong grasp of the rules and my writing has gotten cleaner over the years. Think of it as a different way to get a critique, but don't post if you have compunctions about putting your item in the hands of another designer. I'm not sure how popular this thread will be, but I will edit items on a first-come, first-served basis and eventually get to all of them posted here. I will likely only do one edit per item, because I don't want this to end up being a design by committee thread, but I'm sure I will miss things and might make an occasional correction.

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GM_Solspiral wrote:
Liz Courts wrote:
Great name

Lies.

If you're name put's this song in my head I will down vote you based on name. I am aware of the usage of the term "prime mover" in engineering but I don't quite get it with the execution of this item. So all I hear when I look at the title is "I'm a prime mover you know what I mean, I do my little turn on the catwalk." Ok I'm developing a tick.

LOL. I think you know the lyrics to that song WAY to well. I didn't even know that term was in the lyrics. Maybe I'm just too sexy for that song.

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I was voting fairly sparingly prior to the cull, expecting to vote more after the really bad items were dropped (no offense to those designers, it took guts just to enter and I'm down there with you this year, learn from it and come back strong next year). I did not see my item prior to the cull, but I was not worried about it expecting that it would be in the top 75% or so and I'd have a better chance to see it after the cull. I was fairly certain I would not make the top 32 this year. The item type switch really took the winds out of my sails and I did not have any confidence in the item I submitted. But I did not expect such a large cull and to be cut. I voted a lot the day after the cull not accepting that they culled so many without announcing that fact and that mine did not make it. I also saw a few items I could not believe were not cut. I reached Dedicated that day but stopped when reality set in and items added to the list slowed to a crawl (I added seven or eight items to the list that day).

Next year I'll be ready for any type of magic item and be confident in my entry (and they'll switch it to spell on me).

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Eric Morton wrote:

Some thoughts about the ranting thread (spoilered for being off-topic):

** spoiler omitted **

Interesting points and I agree. But this creates its own issues. Are you suggesting that we try to retain anonymity while being able to discuss items openly on the forums? You can't mention that an item is yours, but you can praise and defend it as much as you want? That might be difficult. It might be fairly obvious sometimes who designed what item, but sometimes you might be wrong and someone might just really love someone else's item. And then you might have a problem with pit crews and all of them supporting their friend's items "anonymously" to skew voting. And then there is the issue of editing the item mid-contest by "anonymously" suggesting that "if it were my item, which it is NOT" I would change this and that. And would we find that each of the 800+ items has its own discussion forum? I don't know. Could be a mess.

Do we just loose anonymity in the first round having everyone's name on the item? That has problems too. Anonymity was established so that the judges were not accused of favoritism. It might work better if the top 32 was just taken directly from the public voting allowing the subsequent rounds to weed out the less favorable designers. We might have the favoritism problem with the community too. How many of us would vote to see if we could make sure Anthony has a shot at the top 32? Does this make it a personal popularity contest?

I'm not sure what exactly how you would amend the rules to allow public discussion. Are there other options that might work?

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You also have to consider the possibility of negative voting. I'm not suggesting anyone has done this and it sure is against the spirit of the competition, but if a sizable group of friends agreed to vote up the WORST of the two items every time one of their own items was not in the pairing, they might have a much larger impact than only voting up their own. They could push the better items down and push up the items that have less chance at making it through the judges at every pairing. This is really cutthroat, but I've known some gamers (mostly CCG players) who will do anything not strictly prohibited by the rules, or regulated by a judging staff, in order to win a competition.

I just think group voting is something that the Paizo staff should consider looking into, and possibly another reason to avoid such a deep cull. The other being the lack of enthusiasm for voting and the competition in general. Group voting will have more impact also if so many culled voters stop voting knowing they will not see their own items again.

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GM_Solspiral wrote:
This occasionally annoys me... then I get over it when I realize you can always further refine it enough or simply reskin it so that it ISN'T Paizos... really not a hard thing to do.

I hear you. It kind of sucks that they have the option to use it even if you don't make even the first round, but it is not like the average freelancer makes a lot of money on a >300 word submission. It is not worth that much.

I understand the reason for Paizo requiring that you give up the rights to your item. Incase they ever print something similar to your submission, even if it was developed independently from you idea, they don't want people to be able to sue for the "stolen" idea. You have the right to not enter if you don't like giving the little idea away. It is not like they are asking you to give up the rights to a novel or a pilot for a TV show that they might turn around and sell for a million dollars. It is unlikely to go anywhere other than our little niche hobby.

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Whoa! Did I miss the memo that said entries must contain the Pathfinder Copyright notice? I've gotta be DQed, then. Damn!

Or maybe this is a passive/aggressive protest against all entries becoming property of Paizo? Oh, that is clever. Kind of whiny, but clever.

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Jeff Lee wrote:
Okay, wasn't blown away by this item first time around, but the more I see it, the more I like it.

Oh, yeah. That's totally my item.

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Way cool staff. Bravo, designer. Bravo!

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Get me the butter and the salt and take me to the movies, I've got popcorn!

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I finally submitted. Instant regret. Should have submitted the other item.

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Shadowrun312 wrote:
I can't wait for to start, I have been gaming for the last 22 years, I hope my knowledge brings forth a wonderful concept.

First time entering? Many first time entrants really misjudge the contest and often enter something that breaks one or more of SKR's advice rules.

As a veteran from the start of the contest I recommend reading that thread thoroughly and learning from past years of the contest. Read ALL round one winners of past years so you know what has won before and make sure you are not entering something similar. Pay close attention to the template and all auto-reject criteria.

And lastly, get lucky. Because even if you have a top 32 quality item, you have to beat out a hundred or so others (out of the close to 1000 entries) who also have that level of quality. At this level there is something to be said for shear preference of this year's batch of judges. Part of liking a magic item is subjective and you've got to be lucky as well as good.

That being said, there is something to say for first time entrants who are able to create something completely different and outside the box on their first try.

Good luck in the contest.

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Mikko Kallio wrote:
I think the "auras as machines" thing is more of an expression of synesthesia than actually revealing magic to be a complex machine-like thing. Some people associate numbers or sounds with colors (or otherwise perceive something through another sense than you'd normally expect), and what the item does is something like magical synesthesia that also allows you to treat the aura as though it was what you perceive it to be.

I totally took this as a possibility and is what I was thinking when I said "or making it appear clockwork so that it can be manipulated by someone who understands machines." But it is not that geniuses see magic as machines naturally, but this item "converts" it to that view so the character can understand and manipulate it. It is a cool concept, but kind of "left field" for me. And I don't even hate clockwork in my fantasy (though maybe not to a high extent unless it is considered a variant world). I might actually enjoy an archetype or a prestige class with this theme. A guy who sees magic as something mechanical and can manipulate it as such would be pretty cool. But with just the magic item it seems like an awfully small part of the game for such a large idea. Also, I can see that this might just be my own preferences and that other players might be ok with this. In any case, I really like the idea behind this.

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IcedMik wrote:
Guillotine Torc

I thought this item was cool and creative, with a creepy visual. I forgive the torc, thing because the fact that there were a number of torcs this year is irrelevant to whether an individual one is cool.

I really like the design space that lets you cast spells from a square other than your own (as my Band of the Undying Bond does with your familiar) and this one gives you two options from where your spells come. This is powerful, so casting spells from the head might need a daily limit or something else to balance it (like it can only cast spells that have only verbal components).
So as written it takes you a standard action to detach the head and then another standard action to move it 60 feet. It is weird that you move the head as a standard action. I'm wondering why you didn't just give the head a fly speed and maneuverability rating and leave it at that. You could make the speed 30 feet and allow the head to detach as a standard and then take a move action to move 30 feet. Also with the standard action to move the head, you have to assume the torc will be used in combat rounds, yet the time limit is listed in minutes. I think then you have to mention that it must be used in one minute increments (like a cloak of etherealness).
Another question I have that is not addressed, is do the body and head just share the character's hit points in one pool just as though they were not separated? I think this is the default assumption as it is written, but it seems a little counter intuitive, though splitting it opens a whole new can of worms.
And do they share spells? If the head is 100 feet away in another room and someone casts Shield Other on the body do the both benefit. It is assumed yes, but it might have used a mention that they share everything so there is no question during play.
One little thing is I would have liked it described as a double torc that split and had half remained with the body and half go with the head, but that's a little thing.
Anyway, I love the concept and could see tweaking it for use in my own games. Good job and good luck next year.

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I'm surprised that SKR and the RPGSS rules mongers are allowing this public thread. This is just the type of thing that might influence the judges. Maybe the judges didn't even like the item that was on eight different lists and now they are thinking that they made a mistake or that the public might cry foul if it doesn't get a spot. It may very well make the designer of that item feel that he got robbed if the judges don't advance him. I don't know. Maybe I'm wrong. It just feels like this data gathering should have stayed in PMs and not posted here.

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I'd love to see anyone's list as well. Unfortunately I don't have a list to share myself as I was voting on multiple machines and started keeping a list on only one of them. I sort of gave up after only adding a few items to it. I could tell you what I saw and voted for out of your list if you's like.

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Just assume you didn't make it to the top 64. Or if you prefer, believe you did, but assume you won't make the top 32. If you don't expect to make it, it makes not actually making it that much easier and the wait is not as stressful. And if you do make it, it's that much bigger of a surprize.

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Azouth wrote:
I think a class item designed for the class is ok, but it another thing to give a class an item that counters a balancing weakness of the class. Same with giving its core strength to another class.

Totally. An item that gives any class an ability of another class or replaces the need for a specific class in an adventuring party should be defenestrated immediately. As should items that shore up specific class weaknesses. Lame.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Zi'on Darkbane wrote:
Why do I keep going back to this list to make sure my item is still there?

Burgeoning OCD?

Same reason you keep voting.

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Whoa! I currently have the awesome-ist item in this whole contest in my vote window. It is cool in so many ways, I just can't believe it. If it is not in the top 32 I will mount a small protest on the critique thread. Hold on, I'm going to go look at it one more time before I vote...

Ok. I may be a little biased. It's my item.

I've now seen it four times this year. Last year I reached Marathon before I saw my item a single time. I don't know if it is a bad thing that I've seen it so much this year or if it has no bearing on anything. I'll keep my fingers crossed, but I'm not holding my breath. I'm pretty sure I'm not even going to make the top 64 to be reviewed by the judges. Like last year's archetype round I think I failed to realize the voting public's preconceptions and preconceived opinions about certain aspects of my entry. Oh, well. If I don't make it, there is always next year.

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One of you Jacobs has to change your avatar. Even your tags are the same. You are like clones or something.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

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Garrett Guillotte wrote:
BTW, my backup item last year was basically yours, Nickolas. I was glad I didn't have to go up against it! :D

Well, we certainly didn't need one more. Hey, maybe it is you who joined me in the same design space this year. If so, great minds think alike.... and I hate you.

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No worries. I found it. Hello item.

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And my item was in the very next set.

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Dang! I hate it when I find an item that has some similarities to my own. Last year it happened repeatedly as I was one of the plant-like footwear people. Fortunately it was deemed that mine was the better of that group.

This item I don't think is better than mine in case we get paired, but it is still irritating to see something that is similar to something I expected to be unique. And this item is priced a bit more than mine and seemed less powerful, but alas the last ability made it more reasonable. Now I've got to determine whether it is better with this item it's paired with.

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Oceanshieldwolf wrote:
Many are plain just-too-long, and the lack of paragraph breaks is killing my poor eyes.

Yes, entrants. By all means, please break up your paragraphs with line spaces. It helps to read long entries. Many published items do this where appropriate and some are bulletted where appropriote. You should do it too. It also helps in voting to recognise an item you have voted on before and get the meat out of it to compare it to the other quickly and easily.