To Ryan and everyone else at Goblinworks a big, "Congratulations and Thank you!". This is definitely a milestone in your journey to making this dream a reality. The Tech Demo was great and showed just what you wanted it to show. You have the staff and talent to do this. Go get um! What gets me excited about PFO isn't the demo, but is all the Blog information on how this MMO will run and be different from all the others currently out there. It will be unique. I was excited about this project before ever seeing a screenshot.
If the Undead Type only stated, "Immunity to all mind-affecting effects", then I would say it was up to DM interpretation. Play on. But, the Undead Type then goes on to list specific Spell Schools, Sub-schools, and effects (charms, compulsions, morale effects, patterns, and phantasms). Each of these specifically state they are either mind-affecting spells or effects. Since Mirror Image and Silent Image, are both Figments and the Figment Sub-school does not specifically state, "all figments are mind-affecting spells", like the other Illusion Sub-schools, I would rule Undead DO suffer the effects of Mirror Image and Silent Image.
Neil Spicer wrote:
Thanks for taking the time to share how this entry fared with the judges. Though, I do think this type of item will be useful to players in the near future, or at least that was my thoughts when designing it, in the Skull & Shackles adventure path. If anyone else is interested in commenting or sharing thoughts on something other than usefulness or cost, I would greatly appreciate the feedback. Good luck to those who are moving on!
Thanks for taking the extra time to help us all improve. Linnorm Raiding Drum
Description The well-polished sides of this large wooden drum are covered in elaborate base-relief depicting Ulfen warriors raiding a coastal town. The tightly laced skin of a Linnorm is stretched across its top. Highly prized by Ulfen longship captains, this magical drum can speed travel by sea and land. If the crew of a rowed watercraft can hear the drum being played, the watercraft’s standard distance traveled in a day is doubled. The watercraft must be rowed to benefit from this effect. In addition, the drum includes two large braided handles to allow it to be carried on the back of a single medium sized creature, so as to be played by another. This allows a group that is traveling, while listening to the deep booms of the drum, to make a forced march without needing Constitution checks or suffering nonlethal damage from doing so. Construction
The dice have to come with a little white crayon and we have to color them ourselves! Then I WILL be reliving some golden memories. Oh, and the corners need to be really really rounded so the things roll forever! Can't forget that. On a more serious not... Thanks, guys. Good to see a starter box product for Pathfinder.
Nicolas Quimby wrote:
Appreciate the posts. In hindsight using the Take 20 to represent elapsed time was probably not the brightest of ideas. I should have used some other rule for the measurement of time. The untrained section in the rules for the Knowledge skill states, "The time to make checks using a library, however, increases to 1d4 hours." Maybe something like 1d4 turns and avoid the use of taking 20 altogether.
Callum Finlayson, wrote: What happens if they fail? Can they retry? How often can they attempt it? 1/round ... 1/day? Thanks for the questions, Callum. They fill the tankard and try to get it to discuss their topic. If they fail the first diplomacy check, they can try again while the tankard is still full, but it is more inebriated and the DC is now 15. They fail again, they can try again for the same topic, but the tankard is cross-eyed drunk and the DC is 20. If they try to empty the tankard and start over, they will have to wait till it sleeps it off and try again tomorrow. Callum Finlayson, wrote: Just to check I'm clear -- this is essentially giving you +25 on your Take 20 rather than +20. How does this sit with not being able to take 10/20 on knoweldge checks usually? Also most knowledge checks take no time/require no action. The idea of taking 20 on the knowledge check was to represent time spent interacting with the tankard, not for the +20 to the actual skills check. I used the information from the untrained section on knowledge checks as it refers to using a library to help and another wondrous item, a book of sayings and quotes which I cannot find now, that allowed the bearer to take 10 or 20 on knowledge and profession checks, which usually isn't allowed. Callum Finlayson, wrote: Does the DC also increase for additional questions if the topic dosn't change? Yes. The idea is they spend some time asking a number of questions on the topic and then they get to add the +5 bonus to their roll for that topic. They would have all the answers the tankard had on that topic, so there would be no need to continue on that line of questioning. Callum Finlayson, wrote: How long a gap can there be between consecutive questions/diplomacy checks? This is down to the GM's desecration on how long a take 20 lasts.
Tiniek’s Talkative Tankard 2.0
Description This clay tankard has the caricature of a gnome’s face carved on its surface. When the tankard is held and filled with any type of alcoholic drink the face animates and begins to speak. The tankard speaks in the language of its bearer, but regardless of the language spoken, always speaks with the unmistakable voice of a slightly inebriated gnome. The tankard will begin waxing lyrical about various topics while active. Due to the tankard’s inebriation and tendency to drift off topic, the bearer must succeed on a DC 10 diplomacy check to focus the tankard on discussing the topic they wish. If successful, the bearer gets a +5 competence bonus on a Knowledge skill check pertaining to the topic and can make the skill check untrained. The bearer must take 20 on this check to represent the time spent questioning the tankard. Changing topic or asking additional questions of the tankard increases in difficulty as the tankard becomes more inebriated the longer it is full. The DC of the diplomacy check increases by +5 for each topic discussed. This ability may only be used once per day. If the tankard is refilled with any type of alcoholic drink during the same day it simply snores contentedly. Construction
For all of us who created items that were not Superstar ready. We submitted our items for feedback on the 'Judges, Please Critique My Item' thread. We were given lots of feedback and advice from the judges and our peers. Now hopefully we internalized that feedback and learned from it. I enjoyed creating my wondrous item and wanted to share it in its improved state. I thought it would be nice to have a thread where those who wished could post their improved wondrous items now that they're automatic, they're systematic, they're hydromatic. Why they're Wondrous Items 2.0!
Nicolas Quimby wrote:
Thanks for the review. I agree with everything you said. The ability to take 10 or take 20 on the test was to allow for the time it would take to interact with the tankard. But, what is to stop the bearer from constantly using it. The tongues addition from imbibing the contents is a SIAC, but the tankard is made of clay and had the ability to speak the language of its bearer. That and a clay model of a ziggurat is the material component for tongues. For some reason, I thought that all tied in nicely. I am going to take all the reviews and redo the tankard and post it on a different thread later. I'm hoping to have an item that would have made it into the Top 32. I really enjoyed the whole process and feedback this contest generated. Of course, the stress of the competition isn't still looming over me. That helps. Thanks again.
Sean K Reynolds wrote: Funny, how all I saw when I read the feedback was Sean K Reynolds wrote: I think this might have been Superstar . My tankard is always half full. Thanks for sharing this additional feedback for those of us who didn't make the cut this year. I'll take everything into consideration and learn from it. Except for alliterative titles. RPGs need magic items with alliterative titles like dungeons need secret doors. <grin>
Thanks for taking the time to do this. Tiniek’s Talkative Tankard
Description
Construction
First all, grats to all the winners. My first thoughts upon looking through the winner's items was why did mine not qualify? But, as I read through the judge's posts, I started to see things that made me go, "Oh, I see." It looks like items that used alcohol in their descriptions didn't last long. Hey, mine needed alcohol to activate. It looks like item's whose titles were an alliteration didn't last long. Hey, my item's title was an alliteration. So, I'm getting my feedback early by reading the comments.
Looking back on when I ran this AP, I wish I had done more with Chopper and the Sandpoint Devil for that matter. It would have definitely given the module a more "Supernatural" feel. In my campaign, there was a real change to the overall mood between the two modules. Your players are sure to think Chopper is back and up to his old tricks when they start The Skinsaw Murders. |