Contract Devil

Riftwalker's page

RPG Superstar 6 Season Star Voter, 7 Season Dedicated Voter, 8 Season Dedicated Voter. 22 posts. No reviews. No lists. No wishlists.


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ChesterCopperpot wrote:


Also, if the item deals with one of the following, it gets some extra scrutiny:

...
-Automatically detects something (traps/undead/enemies/etc.)
...

As a GM, items that do this make my eyes narrow. It's really easy to forget that a character has an item that detects something. Which can easily lead to mistakes along the lines of "Oh yeah, I should have told you a couple minutes ago that your sword is glowing because there are orcs nearby" right as the orc encounter starts.

If the GM needs to know ahead of time that an adventurer has an item, then that item contributes to GM overload and in the opinion of this GM, not a Superstar item.

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I mostly agree with James above in terms of bias.

One bias I have is against items that require additional bookkeeping. Staff charges are exempt because that's how they work, but otherwise, if an item works for X minutes per day or has X charges or uses per day or has effects that continue for X rounds I know it's just going to be one more thing to keep track of at the gaming table. On the other hand, I am good with items that expend spell slots or ki or grit or other existing resources because those resources are already tracked by the player.

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Lightminder wrote:
Thank you greatly for the list making, so nice to see your entry is in there and I can just relax and vote knowing it's out there some where, a mother worries you know.

QFT - I was really starting to get worried about mine too! Thanks guys!

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I've been voting for a bit and haven't seen my item and also haven't seen it on any public lists so far. Anyone who's collecting items mind if I PM you to see if my item made it on your list, or even better since it doesn't reveal an author<->item pairing, sending me your list somehow so I can check myself?

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Oh good - it's not just me!

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On the fifth day of Superstar my true love gave to me:

Five! ioun! stones!
Four statues of Magdh
Three flaming shields
Two dancing dwarves
And a defending halberd +3!

(Edited due to ninjaing!)

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Fourth timers represent!

Not sure if others have similar experiences with their earlier submissions, but I find it amusing to take a look back at my earlier submissions and see all the mistakes I've since learned from.

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I was guilty of an immature outburst last year -- it's definitely easy to get caught up in the criticism of the incessant ramble thread, especially when you can't respond to the criticism due to the contest rules! Which leads to Coleman's/Steelhead's points above.

For any newcomers, I definitely recommend putting on an amulet of natural armor before heading into this year's incessant ramble thread. And I'll honor last year's offer to make my inbox a venting/ranting target for any that are tempted to let loose their rage and fury upon the Paizo messageboards.

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Feros wrote:

Third Page Critiques:

Orb of Supplicants' Shadows:
Interesting Mythic device with some very cool imagery. I liked this one a good deal, but it suffers from requiring a shadow-templated simulacrum of each creature used in this device. That’s an awful lot of paperwork to run it.

Thank you for the feedback.

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Saint Caleth wrote:

Just a couple more before bed.

Orb of Supplicants' Shadows
I saw this several times in the voting and I still have no idea what it really does. Why would you want your cohort and followers sucked into an orb when it counts as cruel treatment? Maybe if they are staffing you stronghold and you need copies of them in combat suddenly but I still don’t really get it. The writing needs a good edit too, I have read it multiple times and I am still kind of confused about what exactly happens when and to whom.
Verditct: I don’t get it. Also I have only ever seen Leadership in play once in years of playing.

Thank you for the feedback. I've heard from a couple people that the item is confusing--or at least I didn't make its purpose or use clear enough. Unfortunately, it's also pretty close to the word count so I couldn't spare many words, which really means it might have just been too complicated an idea for a 300 word wondrous item.

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@Rysky: *hugs back*

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@Mikaze: *hugs back*

@mamaursula: I'm not being very clear about the details of the original post because I'm not trying to draw attention to it. But it wasn't yours. Thank you for your kind words. I'll take you up on the other offer via PM.

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(The most important rule: Don't be a jerk. It even says it right underneath the Submit Post button.)

I hesitate to submit this thread--because my intent is to not call attention to my post or generate more drama. But I do want to apologize to those affected and do what I can to atone.

I am sorry. When I read the post that triggered my post, I felt like I had been unfairly sniped. And because of the contest rules, I felt powerless to do anything about it. That powerlessness turned into anger, which festered until I made the original post that included the hot-headed response. This is not an excuse--just an attempt at an explanation.

I shouldn't have posted it. It generated heat but not light and injected negativity into this community which is uncommonly, overwhelmingly positive. It reflects poorly on myself, is unprofessional, and serves no purpose. I should have handled it better and failed to do so. For all of this, I am sorry.

I will not let it happen again and have attempted to undo any damage I've done:

- I've apologized to the original target of my rant.
- I asked for the offending text to be removed, which Sean thankfully did.

I'd also like to offer my PM-inbox as a target for anyone needing to privately vent in the future. Better there than to pollute the message boards, and I'll definitely be able to empathize with you. Perhaps in this way I can help prevent someone from making the same mistake I did.

Thank you to everyone for making this such a wonderful community.

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GM_Solspiral wrote:


49) Orb of Supplicants' Shadows
The Good: I loved and hated this item. The mark of good writing is the reaction it evokes, so kudos to you on that. Good call on the linking and I like you took risks by going mythic.
The Bad: Evil is a tough design space in an open vote, the drawback will lose you some of the min max vote.
The Ugly: I'm not sure a healing power is a good trade for the mythic expenditure, it should also do restoration. Price seems really low for the level of awesome-sauce you're doling out even if its a little niche.
Overall: 5 stars- I liked this item a lot. If it wasn't in my top 32 it was because there were items I liked a little better and the pricing seems off. I'd offer you 3PP work right now except for the last line of your feedback post...

Thank you very kindly for this review.

If you mind taking a question, what would you price this as?

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P.E.A.C.H.:

Orb of Supplicants' Shadows
Aura strong conjuration and illusion; CL 15th
Slot —; Price 30,000 gp; Weight 1 lb.
Description
Hushed whispers of betrayal and melancholy emanate from this translucent black sphere as ghostly wisps slowly swirl in its depths.

When a creature with the Leadership feat (or similar ability) grasps the orb and utters the command word (a standard action), her cohort and followers become trapped in the orb (no saving throw; this effect works at any distance). In a swirl of shadows, a pale and forlorn echo of her cohort coalesces in an adjacent square. Treat this "shadow-cohort" as a simulacrum of the user's cohort (using all HD instead of half that disperses into shadows if slain) with the shadow creature template. The shadow-cohort benefits from the user's abilities that specifically benefit her cohort. Additionally, as a standard action while holding the orb, the user may manifest up to 5 "shadow-followers" (as unseen servants but visible as shadows and automatically destroyed in bright light). The user may never have more shadow-followers manifested than her total number of followers.

The orb shatters at dawn, releasing her cohort and followers to their original locations and dispersing the shadow-cohort and shadow-followers. This also happens if the orb is broken prematurely (hardness 1, hp 3). Using the orb qualifies for the "cruelty" Leadership score factor which applies after her cohorts and followers are restored.

A mythic user may expend a use of mythic power to prevent the orb from shattering at the next dawn. By touching the orb to her shadow-cohort for one minute and expending one use of mythic power, she may restore a shadow-cohort to full hit points.

Construction
Requirements Craft Wondrous Item, Mythic Crafter, simulacrum, trap the soul, unseen servant; Cost 15,000 gp


Thanks, Vic!


Thanks Mark! I'll continue to monitor the thread just in case.


I have a couple questions about using the Thassilon runes under the Community Use Policy. I take the policy seriously, but rather than simply assuming I can't do something (which to me seems reasonable) I figured I'd ask:

1) Can individual runes be copy/pasted/cropped from the sheets of Thassilon Runes? The devil/demon signs are packaged as one-glyph-per-image-file. Can the Thassilon runes could be used similarly? I plan to use individual glyphs in a manner analogous to a font without altering their proportions.

2) Could an exception to the "don't alter the color" rule be made for changing the color of the runes to something other than black? Changing the color of monochromatic runes seems a bit different from changing the colors of the iconics, maps, faction symbols, and other artwork.

Thanks in advance for answers! My hope is that the official answer is that these minor exceptions don't violate the spirit of the Community Use Policy.

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Garrett Guillotte wrote:

My keep file:

...
Crown of Royal Command
...

The crown of royal command was my submission and it makes me happy to learn that someone liked it, even though it didn't make the cut this year. :-)

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Clark Peterson wrote:
Riftwalker wrote:


Mushroom of the Fey Ring

OK, Riftwalker. Buckle up for this one. :) I'll try to take it easy on you...

Thanks Clark.

This was my first year entering, and though I listened to the podcast and read through the advice on these forums, I (clearly) have more lessons to learn. Some of the new nuggets/guidelines I've taken away from this experience are:

- Don't introduce new templates. I thought adding a different template into the celestial/fiendish mix for summon monster might be a clever way to play with the summon monster rules. I was originally going to use the "Fey Creature" template but then found that it wasn't in the PRD, so I tried to jam a new one in that was like fiendish/celestial/anarchic except fey-themed. Anyway, don't do this.

- Theme is important, but it isn't more important than simplicity (especially pertaining to activation). I thought the activation at night in the forest kept the theme (and prevented mushrooms from growing in, say, the desert). I didn't want the PCs to try to catch the fey, so I inserted "unobserved and undisturbed." I didn't want to have to specify the exact fey that did it, (hence the "in theory") because there could be all kinds of problems with that, including that it would shift the focus away from the item itself to the creature, either upstaging the item or being a quasi-MIAC. At the time of submission, I thought this was "flavorful" but in the end, piling all these things on drowned out the item.

- Building off of existing game data assuming that that game data will eventually grow is not necessarily good, especially when that data is currently limited. For instance, new monsters in the Bestiaries sometimes indicate that they are candidates for improved familiars, essentially adding them to the list of creatures that can be taken by spellcasters with that feat. However, while more fey could be added to the summon nature's ally tables, fey currently only sparsely populate that table. What I thought was showing potential forethought and future-proofing of the item (maybe highlighting good design) came across as not being very useful.

Thanks Clark. I think Neil posted the rhyme already, which I liked. Next year my wondrous item submission will be a mojorific acrostic iambic pentameter*! LOOK FOR IT!

*: Or not because judges would think that was gimmicky.

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Neil Spicer wrote:
Riftwalker wrote:
Mushroom of the Fey Ring

Thanks Neil (and the other judges) for the comments!

I struggled a bit with the annoying writing trying to keep the focus on the item itself and not the (supposedly mysterious) fey that actually modifies the wand. And it got more convoluted when I considered things like the PC(s) trying to catch the fey in the act.

This was tremendously helpful because I was worried about a few things that turned out not to be issues and things that turned out to be issues I wasn't worried about. Thanks!

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Interested in feedback! My submission:

Mushroom of the Fey Ring
Aura faint conjuration and enchantment; CL 5th
Slot —; Price 3,000 gp; Weight
Description
This mushroom-shaped vial is carved from an oak’s heartwood and contains shimmering dust that attracts fey. If the owner is in a forested area at sunset, they may sprinkle all the dust in a small circle around a magic wand that contains an enchantment spell. Mushrooms then spring from the dust circle. If left undisturbed and unobserved overnight—the theory goes—a fey visits, tries out the wand, alters the wand’s spell as either a gift or a trick, and departs. At dawn, the wand has 1d6 fewer charges (to a minimum of 0) and the wand’s contained spell changes to a random spell from enchantment spells of the same level from the same class' spell list.

Additionally, an owner of non-lawful alignment who casts either summon monster or summon nature's ally can use a full mushroom as an additional spell focus, though this consumes the dust inside. Doing so permits the summoning of a creature marked with a "*" from the summon monster table of the same spell level as a "fey ring" creature (treat as the entropic template with DR/cold iron rather than DR/lawful, a +1 luck bonus to AC and saving throws, but without smite law) instead of the celestial or fiendish template. This option makes the spell chaotic. Alternately, casting summon monster may summon a fey creature from the summon nature's ally table of the same spell level.

If empty, the mushroom's contents are replenished at dawn a total of seven times, after which the magic of the mushroom fades.
Construction
Requirements Craft Wondrous Item, beguiling gift, summon monster I or summon nature's ally I; Cost 1,500 gp

Full Name

Brennus

Race

| HP 27/27 | AC: 15 T: 15 Fl: 12 | CMB: -2 CMD: 11 | F +3 R +5 W +7 | Init +3 | Perc: +8

Classes/Levels

| Spell Points: 14/14 | Arcane Reservoir: 3/6 | Hypothesis Dice: | Current effects:

Gender

M Awakened Raven Sphere Arcanist 3, Theorist 2

Size

Tiny

Age

?

Alignment

CN

Strength 6
Dexterity 16
Constitution 12
Intelligence 20
Wisdom 10
Charisma 14

About Brennus, Arcane Raven

Tiny Chaotic Neutral Magical Beast (Augmented Animal) Sphere Arcanist 3 / Theorist 2
Senses darkvision 60 ft., low-light vision;

Saves
--------------------------------------
Reflex 5 = 1 Base + 3 Dex + 1 Resistance
Fortitude 3 = 1 Base + 1 Con +1 Resistance
Will 7 = 6 Base + 1 Resistance

Attacks
--------------------------------------
BAB 2
Bite +2 | 1d2-2 | 20/x2 crit

Initiative +3
Speed 10', 40' fly (average)
CMB -2 = 2 BAB - 2 Size - 2 Strength

Defenses
--------------------------------------
HP: 27/27
AC: 15= 10 + 3 Dex + 2 size
Touch: 15 Flat-footed: 12
CMD 11 = 10 + 3 Dex + 2 BAB - 2 Size - 2 Str

Skills
--------------------------------------
Skill points: 6+Int/level (+4 extra)

Diplomacy 10 = 2 ranks + 5 Int + 3 Class
Fly 12 = 2 ranks + 3 Dex + 4 Size + 3 Class
Perception 8 = 5 ranks + 3 Class
Sense Motive 5 = 5 ranks
Spellcraft 13 = 5 ranks + 5 Int + 3 Class
Stealth 13 = 2 ranks + 3 Dex + 8 Size
Use Magic Device 13 = 5 ranks + 5 Int + 3 Class
Know (Arcana) 14 = 5 ranks + 5 Int + 3 Class + 1 Enhancement
Know (Religion) 13 = 5 ranks + 5 Int + 3 Class
Know (Planes) 13 = 5 ranks + 5 Int + 3 Class
Know (Dungeoneering) 13 = 5 ranks + 5 Int + 3 Class
Know (Local) 13 = 5 ranks + 5 Int + 3 Class
Know (Religion) 13 = 5 ranks + 5 Int + 3 Class
Linguistics 10 = 2 ranks + 5 Int + 3 Class
Survival 5 = 2 ranks + 3 Class

Background Skills:
Know (History) 13 = 5 ranks + 5 Int + 3 Class
Know (Engineering) 13 = 5 ranks + 5 Int + 3 Class

Favored Class: Theorist (+1 Skill Point/Level)

Spheres of Guile
Trade Tradition: Scholar

Study Associated Skill: Knowledge (Arcana)
Circumvent Defenses
Esoteric Avoidance

Spellhacking
Splinter Magic

Investigation
Inspect Object

Vocation
Historian
Anthropologist
Archaeologist
Medium
Storyteller

Feats
--------------------------------------
Ritual Caster
Spell Dabbler
Spell Adept
Extra Skill Talent

Traits
Pragmatic Activator
Iron Mind

Racial traits
Magical Beast type
Speed: 10', 40' fly (average)
Low-light vision
Darkvision 60'
Detect Magic eye

Magic
--------------------------------------

Spheres
Casting Tradition: Verbal Components, Somatic Components x2, Witchmarked (Extra Eyes)
Spell Point Max: 14

Divination
Ghost Sight (Moldable)
Additional Divinations (Time, Mind) (Moldable)

Destruction

Mana
Manathief

Telekinesis

Spellbook
0th: Create Water, Mending
1st: Air Bubble, Command Comprehend, Languages, Cure Light Wounds, Disguise Self, Endure Elements, Hideous Laughter, Mage Armor, Protection from Evil, Sun Metal, Unseen Servant
2nd: Blindness/Deafness, Burdened Thoughts, Fox's Cunning, Glitterdust, Invisibility, Mirror Image, Protection from Arrows, Remove Blindness/Deafness, Resist Energy, See Invisibility, Web
3rd: Cure Serious Wounds, Dispel Magic, Haste

Languages:
Common (Khorvarian)
Riedran Common
Argon Common
Draconic
Giant
Cyclops
Undercommon
Sylvan

Equipment
--------------------------------------
Custom-made Handy Haversack
Ring of Resistance +1
Cracked Mossy Disk Ioun Stone (Spellhacking tool, Arcana)
Spellbook/Ritual Book
500 gp Ritual ingredients
Potion of Cure Light Wounds x2
Potion of Shield of Faith +2
Scroll of Communal Protection from Law
Scroll of Minor Image
Scroll of Remove Blindness/Deafness
Scroll of Remove Curse
Scroll of Remove Fear
Scroll of Summon Monster III
Wand of Cantrips
Wand of Cure Light Wounds
Wand of Grease (36 charges)
A couple books on magic theory
905 gp

Weight Carried: 5 lbs
Light Load: 10 lbs Medium: 20 lbs Heavy: 30 lbs

Class Features
--------------------------------------
Sphere Arcanist
Arcane Reservoir 4/6
Casting
Magic Talents
Moldable Talents
Consume Spells
Arcanist Exploits
- Consume Magic Items
- Quick Study

Theorist
Blended Training
Casting
Hypothesis Dice 2d6
Spell Pool
Student of the Cosmos
Theory Bonus +2

Models:
- Empirical
- Mathematical

Research Methods:
- Network of Ideas

--------------------------------------
Personality
Brennus tends to be brash, with a cutting sense of humor and a streak of greed... and yet, in spite of his flaws, he always helps his friends and sometimes even complete strangers out. Now a free agent, he still hungers for more power, fearful of being a small, physically weak creature in a big, dangerous world... not that he would ever admit to such fears.

Background

Brennus's earliest memories are fragmentary and clouded. From what he can tell, he was a familiar to a wizard of some repute in Aundair--he has bits of memories of the flying towers of the Arcane Congress and the University of Wynarn, of arcane experiments and theories of magic, though he's not certain which of the many wizards he remembers seeing was his master.

What he does remember clearly is the feeling of his familiar bond breaking, the desperate loss as his super-ravenly intellect and power slowly drained from him. His memories after that are even more vague, bits of fear or hunger or triumph as he lived as a mostly-ordinary raven.

His clear memories begin with the second time he became a familiar. Somehow he had ended up in Sharn and been injured. A young man picked him up and cared for him--a student of magic at Morgrave University by the name of Failin. As he nursed Brennus back to health, the young student bound the raven to himself as his familiar.

Brennus wasted no time in taking advantage of his second chance. Having once felt the bitterness of losing what the familiar bond offered, he was desperate to find some way to guarantee his intellect would remain even if he lost this new bond. He pushed his master hard to learn greater secrets of magic, sometimes hinting at the half-remembered theories he remembered from his past, while making sure to drink in every detail of every class himself. Sometimes Brennus wouldd go so far as to quietly spy on the students and faculty if he thought they were hiding a particularly juicy bit of knowledge.

He didn't let up when Failin graduated, eventually motivating his otherwise timid 'master' to sign up for an expedition to Xen'drik. The journey was hard and perilous, and soon enough, Failin confronted Brennus over his behavior. To the raven's great shame, when he finally came clean about his past and motivations, Failin was nothing but supportive, promising to help him find something to ease his mind about never again losing his mind.

With their relationship on a bit better foundation, the pair proved to be a great asset to the expedition, even as the dangers of Xen'drik whittled away at their numbers and supplies. Just at the point of turning back, they stumbled upon some strange ruins... ruins that seemed somehow familiar to Brennus. Within they found what was clearly an arcane laboratory of some sort, with a large cache of dragonshards... and a strange apparatus that called to the raven familiar.

How he knew what to do, Brennus couldn't say. As the rest of the expedition watched, he placed a few dragonshards in the apparatus, and then stood within it himself. He channeled power through it...

...he awoke in Sharn, feathers scorched, and with his familiar bond once again severed, and an entire day's worth of memories missing, if the expedition's timekeeping had been accurate up to that point. Stranger still, he now had two large lumps on his body, one in his chest and the other on his forehead. He still hasn't learned what happened to them, whether or not Failin survived, though he fears the worst given his broken bond.

It was not lost on Brennus that he had, at last, achieved his goal, for he retained his mind, and even now had his own spellcasting abilities. But any triumph he might have felt was rendered bitter by his fear for the master that had become more of a friend. Not quite sure what to do with his growing conscience, Brennus threw himself into furthering his desires for knowledge and power. It wasn't long before the lump on his chest opened, revealing itself to be a large, azure eye. The lump on his forehead has not yet so revealed itself, but he suspects sooner or later it will also turn out to be another eye.

Joining a mercenary company was a surprisingly natural fit, for his twin pursuits had a matching hunger for coin, and Brennus's small size and strange magic are of considerable use for mercenary work. Insert something here about how he's worked with the rest of you in the mercenary company for a bit. :D

Appearance
Brennus is a large, black raven, not too unusual at first glance. At second glance an observer might notice the cunning in his gaze and the faint emerald sheen in his feathers, both of which mark him as something more than an animal. The small pack on his back is rather unusual, too. Oh, and the two large lumps that stick out of his feathers, one of which can open to reveal an azure eye.