Tongue of Rebuke

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RPG Superstar 6 Season Marathon Voter, 7 Season Marathon Voter, 8 Season Marathon Voter, 9 Season Star Voter. 50 posts. No reviews. No lists. No wishlists.


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I have a lot less time on my hands than usual this year, but I might as well post my item (which got absorbed into the Mass O' Dimension Door teleporters, I'm guessing.)

Staff of Thin Air
Aura moderate conjuration and transmutation; CL 11th

Slot none; Price 64,900 gp; Weight 5 lbs.

Description
Translucent crystal bands spiral throughout this blackened willow staff. It grants the Simple Weapon Proficiency (javelin only) feat to anyone actively holding it in hand. As long as there is at least one charge remaining, a staff of thin air may be thrown like a javelin with no improvised weapon penalty. After throwing, the wielder can choose to catch it at any point during its flight, at which point he is instantly teleported directly to the current location of the soaring staff to snag it out of midair.

If not caught before striking a target, the staff gently slows upon arrival, dealing no damage to itself or the target. If the staff enters a space too small for the wielder, or hits any obstacle, the wielder may no longer teleport to it. Held objects are transported, as long as their weight doesn't exceed the wielder's maximum load, but other living creatures (except for familiars) are not. The staff functions for up to 200 feet of teleportations per day.

In addition, the staff allows use of the following spells:

Bull's strength (self only) (1 charge)
Expeditious retreat (1 charge)
Invisibility (self and staff only) (1 charge)
Invisibility (quickened, self and staff only) (5 charges)

Construction
Requirements Craft Staff, Quicken Spell, Simple Weapon Proficiency, bull's strength, dimension door, expeditious retreat, invisibility; Cost 32,450 gp

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I'm down to trade lists.

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Hey, the prices of these two items are anagrams! That's... how statistically probably is that, actually?

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Weapon property: ooze bane

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Thomas LeBlanc wrote:
I am still aboggle over all the good nets!

Two great nets just went up against each other. It was tough to find holes in them.

...

Thank you, I'm here all week.

(Also, #611 was my item. So I can stop obsessively voting, at least for a little while.)

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600 unique items and 11 Keeps. I think I've been maintaining a pretty consistent 2% Keep rate throughout, so that's kinda cool.

My own item remains elusive.

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I legitimately love it when the two items I'm voting on not only rhyme, but would fit into the cadence of the Pokérap without any adjustments.

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Your formatting is all over the place, little ring, but I am so charmed by you. First ring to make my keeper pile.

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Why would you need to DO that? And so often?

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I think ooze and slime are the new filigree.

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One Superstar item so far. Really neat consideration of the effects. Good work, [REDACTED].

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I'm going to guess those two Wondrous Items at the top of your list were a leftover remnant from last year, since they were both from that contest. My first visit to the vote page saw me needing to clear out a different two Wondrous Items (that I believe were the last two that I saw at the end of last year's voting period) so it might've just been a reset button for the system.

Nice work!

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Round Zero challenge: Design a Wondrous Button that allows hundreds of raving fans to submit votes for other magical items. (max 300 words)

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On the seventh day of Superstar my true love gave to me

Seven staves a-charging,
Six swords of slaying,
Five! ioun! stones!
Four statues of Magdh,
Three flaming shields,
Two dancing dwarves,
And a defending halberd +3.

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The R1 rules here have a sample template for a generic magic item. You'll need to adapt it to suit your needs.

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Since everyone starts their reviews on Page 1 items, I figured Page 1 is good and covered, so I started my reviews on Page 2 items. :D

Soul's Visage
First of all, add me to the list of people who don't know the honor system (and didn't look it up to get the exact mechanics).

That said: mechanically, it's still giving you a +1 bonus. It takes awhile to get to that fact, and it's got the business with the light and the Knowledge (nobility) and the hiding, but: this is a +1 bonus to something. It is so hard to make "you get a bonus to a thing" a Superstar-worthy idea, no matter what the bonus or what the thing. So the concept isn't making me jump up and want to run over and find out how the honor system works. I don't know everything about how psionics works, for instance, but if I get an item that's just "you get a +1 to your psionics points" then I can already tell I'm not going to be super-interested in what it does. That coupled with some minor structure things (lowercase and italicize your item, missing comma, weird word choice in a few places) kept this from superstardom in my book.

Thespian's Globe
I... kinda liked this one, I will say. I think it's the details that killed it - it's a permanent slotless boost that increases your bardic performance radius by 50%, sure, but I love bards and I've never really run into many situations where their radius was too small. Sure, it comes up, but it's very niche when it would - crowd control, mass war zone, or acting performance. I did prefer the second ability, to briefly share your afflictions with the crowd, but I wasn't sure a hologram-orb with your face would be the best way to do it.

I think if you'd taken the better of those two abilities and added a few more restrictions and flavour, you'd have a better item.

Sandstone Sirocco
I think that's two years in a row you made an item I liked! The statue description and concept of a pet whirlwind is SUPER great. The actual usage of the pet whirlwind - you get to spend a minute cleaning up footprints or wiping away runes - is really, really unfortunate. I think there are tons of fun things you can do with a tiny sandstorm that follows you around, and I think the item focused on none of them. When I vote for wondrous items, I want things my characters would use and remember using. 'That time I cleaned up a short portion of my tracks' isn't a super-memorable story. Your writing is really clear and evocative, however: snaps for that.

Lucky Golden Tooth
It's actually really simple and contained my favorite best luck reroll mechanic of the contest. It was my favorite bit of metal you put in your mouth, which, uh, actually was a category given all the golden teeth and silver tongues floating around this year. But when you get down to it, it's a slotless overpriced metaroll item - that is, it affects die rolls and not ingame situation. It affects arbitrary concepts of the things that represent your actions. I love it when my items can impact the world of the game, and not just the numbers behind the world. I will admit turning a 1 into a 20 would be fairly fun, though!

Choker of Spell Stifling
My mages would never use this on themselves. So the item is limited to those extremely rare times when I don't want an enemy caster to be able to cast, but I do want her to be alive, but I don't want to gag her and tie her up, but I do want her to be able to talk, but I don't want to put her in an antimagic field... the window of usefulness just keeps shrinking and shrinking. As a GM, sure, I'd put my players in this, but I'd just make up some flat antimagic shackles and not bother with a complicated item that my PCs would rarely use. Your mechanics are solid; just go for an idea that more people can use more often.

Mask of the Wayang
Heh, I did just play Link Between Worlds, so this felt a little overdone. Coupled with me really liking two of the shadow cloaks and I felt like I'd seen this sort of thing done a lot in the contest. But it's not just the overstuffed design space - you're doing a cool shadowmorph effect, and I want to see you have more fun with it! I want to know about the cool things I can do as a 2D shadow - saying "you can't talk or use items or attack or do anything other than hide" makes it boring. Great, I succeed on hide checks. Can I move? Can I slide through door cracks? What if someone destroys the wall? What if someone casts stone shape or passwall - am I still immune to that? Think bigger with your ideas, and give me an item that's even more fun to play instead of spending tons of wordcount telling me about all the penalties and drawbacks and ways I can hurt myself with your item.

Thunderstorm Mantle
A cape of clouds that turns into cloud armor that impales and bull rushes and multiattacks chain-lightning-style and deflects and DRs and punches my enemies and has a mythic tier... it just feels like too much in too small a package. It's a lot of stabbing done by my cloud armor, and that's fine, but if I'm wearing literal stormclouds on my shoulders, maybe there's something cooler I could do with them? Additionally, your writing is evocative but a little repetitive: "jagged bolts" used twice in the first two paragraphs, sentence four uses "thunder" twice, a few little things like that. The imagery is supercool, though. There's a reason you're our MVP!

Glaring Mask
It's a simple and straightforward skillboost and charge-stopper. The charge-stopping ability is the fun one, and there was an item on my top 32 that did it a little better, with more panache and zazz. I liked the simplicity and the good attention to detail: I want to see you go bigger and have more fun with your items.

Manipulator's Headdress
I cannot believe you wrote this in three hours while hungover. I kind of hate you. This made my top 32 and I'm surprised it didn't make more people's: the evocativeness of the writing is superb. That first paragraph is beautiful. The mechanics have a few sentences that could be rebuilt, but you take a complicated manipulation idea and explain it smartly and quickly. My voting partner dinged this as the Fifty Shades of Grey item - lashes that wrap around your opponent and bend them to your will - and I can sort of see that, but the imagery and fun times in store are strong enough that I don't care. Again, that's two years in a row you made items that I adored. You should probably stick with this 'writing' thing, since you're kinda awesome at it.

Sun Wukong's Puzzle Box
So this was my first notice that the mad monkeys spell was actually a thing! And my neutral reaction to this item was mostly because I spent most of the time reading this item thinking "I can't believe mad monkeys is a thing that exists in this game." So there's that. Mechanically, it's pretty cool, though it's a very specialized "Look! Distraction!" minute-long escape that would be fun a few times, but not 25k worth of amusement. I will also say that I knew nothing about Sun Wukong mythology, so the connection between puzzles and monkeys seemed a little stretched, and the item isn't that helpful in connecting the dots if you don't already know they're there. But: the presentation is spot-on.

Bucket Hat
I do remember this: it felt like a joke/cursed item. If it wanted to wake you up after you fell asleep, there are simpler and easier ways to do that than dumping endless buckets of water on your head. No one would wear it outside of combat and I can't picture too many people wearing it in combat too. The name was also pretty bland and nondescript. I liked that your item tried to include a certain sense of whimsy, though!

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theheadkase wrote:

Spellmason's Mallet

I remember this and I liked it a lot. Good strong name and a cool ability.

Your last sentence absolutely KILLED the item for me. It is a weapon. Plain and simple.

I'll let others critique this more but that literally made me downvote this every time after I realized. (I saw this ALOT).

Overall, it was fun and gave non-magical types the ability to affect magic walls...but it was a weapon.

Well... it's actually not. Paizo has a history of both allowing mallets as Wondrous Items, as well as allowing Wondrous Items to be used as weapons.

More pertinently, Superstar judges have also previously set the precedent of allowing Wondrous Items that can be used as weapons to make it into the Top 32.

That said: complaining 'Wah! You read my item wrong!' is probably the least helpful thing that can be done, and I'd be lying if I said I didn't spend part of the voting period worried that people would think the Mallet was a weapon. So... I'll stop with the excuses right now, since I was skirting the edge, and should have realized it. :D

It did make the Top 100, but I do wonder if that weapon/item thin line was something that caused the judges to reject it... Anyways, thanks kindly for your thoughts! And I'm definitely gonna make sure my item can't be confused for something it's not in the future, since that's something that I could've fixed in design.

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Steven Helt wrote:


7. poison spitting collar*
15. assassins shroud

I think those were the Venomous Retribution Collar and the Slaying Shroud.

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Since we've passed the 24-hour attunement period for the Top 32, and people are beginning to chat about their wondrous items, I figured someone should open another type of thread we had kicking around last year: the Fantasy Top 32.

So: post a list of your top 32! (Or top 36 or top 40 or top 10 or whatever you tabulated during voting.) We can save in-depth analysis for the Critique My Item thread; this is just to shout out your favorites that didn't see the light of making it to the big leagues. Basically displaying all the types of lists that were compiled in Eric Morton's exit poll.

(And as always, a huge hand to Paizo for peeling back the curtain again this year and giving us all hundreds of cool magic items - plus a chance to see the craziness of the big picture behind this contest.)

My list
Amber Robe
Amulet of Reverse Incantation
Astral Thief's Opera Gloves
Blackblade
Bog Boots
Choker of the Siphoning Scorpion
Chrysalis Vial
Clipper Clasp
Cloak of Ettinkind
Cloak of Inversion
Cloak of the Shadow Twin
Copper Squirrels (Figurine of Wondrous Power)
Dead Jester's Cap
Dire Hamster Ball
Geomancer's Gloves
Glove of Face Filching
Goblet of Liquefied Cognition
Instinct Pelt
Jar of Mottled Clay
Manipulator's Headdress
Matador's Cape of Minotaur Misdirection
Prismatic Monocle
Quicksilver Scabbard
Sand Charmer's Flute
Scatterstone
Schismatic Veil
Scourge Vial
Spellmason's Mallet
Spellsnaring Canvas
Stormcrusher Gauntlets
Truth-Twisting Pendant
Tsunami Sash

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Top 100! That's a first! And here I spent the entire voting period kicking myself for making an item that could be considered a weapon. :S Glad to know some part of it worked!

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Look on my works, ye mighties, and despair!

Spellmason's Mallet
Aura moderate transmutation and evocation; CL 9th
Slot belt; Price 25,000 gp; Weight 2 lbs.
Description
This stout copper mallet hangs from a short silver chain on a moleskin belt. Upon striking the mallet against any wall spell the wearer has cast, the wall warps and bends snugly around him, permitting him (and only him) safe passage through the wall. If the wall has any damaging effects (such as the heat from a wall of fire) he gains immunity to them.

A wall spell is defined as any spell whose name contains wall or barrier. Dropping the mallet while the wearer is within a wall randomly shunts the wearer to one side, causing no damage.

Once per day, by smacking the ground as a standard action, the wearer may create a wall of force.

Finally, once per day, when used as a focus component in any wall spell (including the mallet's wall of force), the wearer may shape the wall in segments (5 ft. high by 5 ft. wide by original thickness), each placeable at any angle. The first segment must be anchored to the ground, with each subsequent segment anchored on at least one side to a previously-placed segment. Segments may not be placed so they intersect with existing creatures or structures, except for other wall segments. The total area of the segments may not exceed the area normally permissible by the spell. Walls retain their inherent balance, even if the new shape would be structurally unstable if created through mundane means. Otherwise, the spell functions as normal.

A spellmason's mallet makes a poor improvised weapon; it functions as a +1 construct bane light hammer, but deals nonlethal damage to non-constructs.
Construction
Requirements Craft Wondrous Item, passwall, stone shape, wall of force; Cost 12,500 gp

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I wouldn't mind seeing a few lists (though mine is at home and I probably wouldn't have time to post it until the end of the weekend, at which point I might as well just wait for Tuesday) but: receiver mode is ON.

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I got to cast my final vote for a sentimental favourite with a cool effect and a silly name, so that's nice.

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I've had three "Oh, good! You made it through the cull!"s and four "Really? YOU made it through the cull?"s already, and the afternoon is young

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Item 600. Whatever the Monopoly item(s) is/are, it's still out there.

Waiting. Watching. Judging.

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Eep, 511 items, nearly to Dedicated, and I finally find my item. Thank jeepers.

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Celebrating my 500th unique item with an all-new pairing of...

Torc v. Torc.

DECISION 2014.

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Every third item is a cooking item. Bistros have officially replaced taverns as the Official Adventure Start Location.

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Chelish Silver-Tongued Devil: If an item is going to have multiple properties, I like to see them working in conjunction with each other. A Diplomacy boost coupled with a vomiting suffocation ability work together thematically (silver-tongue) but not mechanically. Couple that with a general dislike for vomit imagery that the suffocation ability wasn't innovative to overcome, and the item loses points. Your writing is very clear and concise, however.

Gentleman's Ensnaring Cane: While the writing is strong and the imagery is evocative, the idea of being able to drag four people anywhere you want in the battlefield created images of dropping people over a cliff, or into a pit of fire, or hoisting them 90 feet in the air over spikes, or into some other insta-kill moment, is problematic. I never felt like there were appropriate limitations to keep it from just prematurely ending one battle early for the entire party. It felt overpowered and less fun, as a result.

Ghoulslayer Gloves: Turning cure spells into missiles to take out undead foes is a solid enough idea, but like a few others have remarked, adding a feat to a spell is safe, simple design. It didn't grab me, and it didn't have that evocative nature that I looked for in a Superstar item. It is tightly designed, and there are no noticeable flaws in the template or presentation. That earned you votes.

Ethos Swarm Charm: The shattered mirror of the insect queen did the turn-yourself-into-a-swarm trick better, I'm sorry to say. As a character, I know I would always think twice about using an 8,000gp consumable, so the second power would seem wasteful. And while turning into a swarm once a day is a neat trick, it seemed limited in power. Turning into my one swarm (unless you share the amulet around amongst the party members) felt particularly combat-unenjoyable, especially since you lose all your other abilities and can't end it early. The mirror was able to spend a lot of wordcount explaining how the swarm power affected you. Whereas he ethos charm... spent a lot of words listing all the types of swarms and their sources, the majority of which won't matter for any single player picking it up who can only get one.

Porcine Pendant: Loved it. Made my top 32. Made me giggle. The whimsy was exquisite. I don't normally like charming or Diplomacy items unless they're done well. This one was. Nice work.

Siegebreaker Cymbals: Hey, I know these.

Amulet of the Grasping Soul: Fine idea, but incorporeality is an avenue that's had a lot of design work done on it, especially in RPGSS. The run-on sentences, missing commas, incorrect capitalization, and poor explanation of rules (if a ghost picks up an object and phases it through a wall and then drops it, does it become solid again? Does it replace whatever portion of the wall it was occupying? Does it shatter?) made this one a miss, I'm sorry to say.

Candle of Distant Assurance: Yeah, you've heard this from others. It's a good item. It's also an NPC item. If a PC is going to use this, he'll just use status and bypass the need to carry around a candle. I have made exactly this mistake before (exploring a neat minor background rule idea with an item most PCs would never really want or use) so I feel your pain.

Fiddle of the Dance: Formatting cost a lot, but you already know that. The rules and further explanations were particularly weak here. And the affected allies can "move half their movement rate" but also "cannot do any other action but move" so... instead of getting a full-round action, they get half a move action? That's not a good exchange rate. If that's not the way it's intended, then there's some writing problems going on. Your name is also very basic.

Handkerchief of the Scoured Visage: I liked this one. My fave wondrous items give you a tool you have to figure out how to use in clever situations. Being able to separate your face from your body (or your enemy's face) is a neat little effect. As usual, the problem is a lack of space in 300 words to describe common problems. Can my handkerchiefed face cast Still Spells? Use breath weapons? Is it immune to sonic attacks? What if my kerchiefed face is set on fire, you never describe that? Can my face take damage for me? Be healed for me? Can I be affected by the same spell twice? I'm sure you could answer all these questions, but the item doesn't and it needs to, in some way. You earned votes for the fun mechanic, though.

Intellectual's Clay Pipe: I wish I had something better than "skill bonus and untrained knowledge check. Pass." to offer you, but honestly, the execution and concept of this item really felt dull and safe. You really need to swing for the fences.

Resplendent Battle Wings: The concept of "I activate the item and everyone else gets to pick-and-choose from a list of various unrelated minor boosts" never grabbed me. I took a lot of guff from voters for naming my item "siegebreaker" when it didn't work as a ballistic siege engine, but I think making your item a pair of wings that have no flying effect is a slightly more egregrious sin. That said, a flying effect isn't necessary if the other abilities are strong enough. But they weren't, because it felt like a SAK you could give to each of your friends for a minute. The thematic connection of what this was coming from, other than "a burst of radiance" never shone through.

Time's Tide Pendant: I liked this more often than not. One of the better of the time items, and it was a crowded arena this year, so points for that. I could see my characters using this. But the thought of using it to get two actions in a row (yes, I know, the last sentence, but if you act last in the initiative order and then first in the next round, you get two full round actions minus one swift action and all you had to do was delay a little bit or roll poorly on initiative to begin with) gives me pause. It feels abusable. Which I don't necessarily mind, personally? That said, I'm not sure for me this ever came up against something better, so... kudos?

Orator's Torc: Another diplomacy weapon, this one ties the two abilities together well. Honestly, the missing skill capitalizations was often enough to send me spinning over to the other side of the page. Mechanically, it sorta works. Though like others, diplomacy games bore me, because they feel like they're a shortcut around role-playing. That, coupled with the capitalization issue, really turned me off. Otherwise, strong template usage, though.

Orb of Aggravation: No need to give your item two names. A random roll table always gives me pause. It's a fun consumable to cover an escape, and that spirit of whimsy earned it more votes than it lost.

Elixir of Last Will: Made my top 32. The execution wasn't perfect - you can only affect one round? I would've liked to see you being able to spend actions influencing the world around you INSTEAD of making your stabilization throw for that round: make the user still need to make choices while dying - and I'm never a fan of items that require you to plan ahead for your near-death, because really, who wants that? But the writing and the fun this suggested showed enough of a spark that I though I would love to see what you could come up with next. Loved the name, too. Simple, effective.

Shroud of Certain Return: Simple, but too niche. If I'm a PC, the only reason I'm choosing a reincarnate spell over raise dead is because I want the fun of being someone random, not because I want to be someone specific. (I still remember our group's monk coming back as a polar bear. It worked surprisingly well.) Like the Elixir, using the item requires someone to have something really bad happen, which is a bummer to plan for, so I could see not wanting it. And if it's a plot device to transform my party member into X race, then... well it feels like a paticularly heavy-handed device.

Findeladlara's Brush: I agree with others that Nolzur's marvelous pigments feels better. Painting an illusion is fine, but aside from the concentration aspect, casting the illusion just seems simpler. And in the end, that aspect just turns a minor image into something closer to a persistent image, which... seems like a very safe, easy design choice. Again, swinging for the fences is required. Illusions and creation are fun niches to play in, but there's nothing here other than the bare minimum in each category. You can paint an illusion: that feels like the set-up to the effect, not the whole tootin' thing.

Hunter's Geas: It's fun enough for tracking, but unless multiple members of your party dump 20,000 gold and their neck slots for the same simple item, then you're left with a small attack, damage, and saving throws boost, which feels like an effective but safe design choice. The flanking ploy with multiple copies of the item in play is neat, but it doesn't feel like something frequent enough to justify such an expense. Strong, clear writing throughout.

Garter of Hidden Fortune: A package/message delivery system with a morale bonus, a penchant for hiding, a teleportation effect, and a sexy garter skin over it. ("Anyone frisking" the wearer? How many times do friskings happen in the game?) The abilities mostly tie together, but in the end, the primary ability of delivering something in secret felt lost, both amidst all the other delivery items and the item's own lack of verbal flow from sentence to sentence. Reading this one felt clunky. The name was very on-the-nose literal, and didn't grab me.

Ointment of Last Sight: Like you said, mid-pack for inspiration and pizazz. I think I could find uses for 1-use-object telemetry, and the consumable nature means the PCs won't be running around divining everything and pissing off the GM, but it's still niche. I don't quite understand, from a rules perspective, why it only works on mundane items (unless it's to avoid being identify?, and I want it to have an effect when used on a living body. Very simple, very middle-of-the-road. An Item Name mistake would probably sink it for me in the voting, I'm sorry to say, and the item wasn't grabby enough to climb back out from that.

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Jerry Keyes wrote:

This entry took a little extra reading to understand what you were trying to accomplish, which was (mainly) swapping DR types. Some of your sentences could've been reworded slightly to help, e.g.

BEFORE:
"Etching the perimeters of these burnished masterwork cymbals are metallic runes, inlaid with cold iron, silver, or adamantine."

AFTER:
"Metallic runes etch the perimeters of these burnished masterwork cymbals, inlaid with cold iron, silver, or adamantine."

Also, I think you need to make it clearer that the symbols are a mismatched set straight off the bat. This might've helped to set expectations for the reader.

Other phrase changes that might help; rather than say "in the vibration", say "in the area of effect". It's little things that make it easier for the reader to digest and comprehend.

Lastly, you had an uphill battle by making an item that was so Bard specific; narrowing your audience reduces your chances for up votes.

Spoiler:
Thanks, Jerry! Good points on the writing and placement of the sentences. I think an item that's focused on bardic performance kinda has to be bard-specific, and I went down that road willingly.

I struggled with the "how many are there" problem SO much, you have no idea. They need to be sold and priced individually, but they can only be played in groups of two... I'll aim for refining that next time.

Frank Ward wrote:

First, activation, they're just cymbals. Why are they so hard to activate? They are also hard to keep active, requiring a standard action every round.

Second the business with +3 weapons (or higher) no longer overcoming DR seems strange comeing from an item that does just that.

Third, the cymballs (presumably) only work if there are two creatures with different DRs to be in the same fight. If there is only one, you should have bought a special material weapon.

Finally, they cost more then those special material weapons (which you still need because they don't elminate DR, just swap it).

Spoiler:
Thanks, Frank! In brief:

-They're specifically supposed to be tricky to maintain. The cymbals, when used properly, get you past an enemy's DR for a battle, but that's a high effect that needs to be sustained. Plus, they're taking up both your hands: they need a fair amount of concentration.

-Not sure about the rest of your points. In an odd bit of Pathfinder lore, +3 weapons ignore cold iron and silver DR, which renders swapping them with the cymbals kinda moot. But turning off that rule in the area of effect makes weapon materials matter even at higher levels, and as such, makes the cymbals valuable to you. Or they can be used on your own party, to boost DR/silver up to DR/adamantine, and the foe that thought he could just bash past all materials with a +5 weapon no longer can.

-Of course you need a special material weapon. The DR isn't reduced, only bypassed. But if you just have cold iron and your foe is weak to silver, this keeps you from needing silver. I'm not sure why you would need a foe weak to cold iron hanging around.

-Yes, they cost more than the material weapons. That's because they're more powerful than the material weapons.

Thanks to everyone submitting thoughts or comments. I'll dig into the above items with my own opinions later on, when I'm not on the clock! This community is full of rock stars.

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Any comments or thoughts are very much appreciated. Thanks, folks!

Siegebreaker Cymbals
Aura moderate transmutation and evocation; CL 16th

Slot none; Price 4,100 gp (cold iron or silver, single), 10,100 gp (adamantine, single); Weight 2 lbs.
Description
Etching the perimeters of these burnished masterwork cymbals are metallic runes, inlaid with cold iron, silver, or adamantine. A single cymbal has no magical effects.

When two siegebreaker cymbals of different metals are crashed together—a standard action requiring a DC 19 Perform (percussion) check—the air vibrates jarringly within a 30ft. radius, echoing with clanging steel and ancient battle cries. Creatures in the vibration possessing damage reduction overcome by one cymbal's metal type have the reduction swapped to the other cymbal's metal. The damage reduction's magnitude is unaffected. The area remains centered on the cymbalist.

Creatures may ignore this effect with a Will save, DC equal to the result of the Perform check. Afflicted creatures leaving the area immediately have their damage reduction return to normal, but are shaken for 1 round.

In addition, attacks made within the vibration no longer automatically overcome damage reduction solely on the basis of having enhancement bonuses. (+3 weapons would not automatically bypass cold iron and silver damage reductions, for instance.)

While the vibration normally lasts one round, a bard may further expend rounds of bardic performance to maintain the effect for up to one minute. This requires a standard action each round; otherwise, this functions as a regular bardic performance. When the vibration ends, both cymbals lose their magical properties for one hour. A siegebreaker cymbal may be treated as a weapon for the purpose of align weapon or magic weapon spells cast to modify the type of damage reduction it affects or bestows.
Construction
Requirements Craft Wondrous Item, sculpt sound, sympathetic vibration; Cost 2,050 gp (cold iron or silver), 5,050 gp (adamantine)

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Since it's becoming fashionable to do so, here's my top 32. (Well, 31, since I'm excluding mine, for bias.) Order is alphabetical only.

1. Amulet of Amended Strategy
2. Ancestral Spirit Shroud
3. Blightseed Oil
4. Bracers of Tempered Wrath
5. Cloudwrangler's Gloves
6. Cubes of Crossbreeding
7. Dimensional Door Knob
8. Doppelganger's Locket
9. Elixir of Last Will
10. Flask of Sudden Sanctuary
11. Flute of the Macaw
12. Gloves of Flame Command
13. Gloves of Silent Echoes
14. Goblet of the Elements
15. Gorget of Living Whispers
16. Hand Wraps of Unerring Flows
17. Linarian's Bane
18. Mantle of the Defending Hive
19. Porcine Pendant
20. Quicksand Cloak
21. Rat-Tread Boots
22. Seppuku Blossom
23. Shattered Mirror of the Insect Queen
24. Spectral Lampblack
25. Swarm Slurper
26. Synergistic Extract of Haunts
27. Tephraic Stone
28. Volcanic Helm
29. Whispering Gloves
30. Witchfrost Heart
31. Witchwood Comb

My item's shown up in this thread a couple times now, so thanks to everyone who mentioned it!

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Sean McGowan wrote:
Hey, don't forget to include Thunderbuckets in your list of "Anal-retentive RPGSS '13 chroniclers deserving of praise".

Aw, thanks Sean! I too feel it important that my OCD recording during the voting process be recorded for posterity.

Also, for reasons that will become obvious when I post in the Critique thread tomorrow, my item this year owes more than a little inspiration to one of your runs in the contest. So thanks for that.

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Tight, smart, makes a complicated concept simple, and immediately useful and understandable. Best item of R1 for me, both during voting and out of the top 32. In voting, actually, this was the only item I was 100% sure it would make it through.

It's also proof for the Rule of Awesome that Clark mentioned on another thread. A lot of the now-posted top 89 were simple little gizmos that would make a book of magic items, but lacking significant mojo for superstardom. I was worried about the definition of the contest changing. And then I realized that the dozen items I had picked that overlapped the top tier proved it was possible to have a major spark of mojo coupled with mass appeal. The secret is just to do better. To me, the Cloudwrangler's Gloves are the epitome of that concept. Exceptional job.

Also, control weather is the best possible prerequisite spell here.

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Thanks Eric! This is absolutely marvelous. I also kept an alphabetical list. Most of the ones I found in mine but not yours are pre-cull, which makes a certain amount of sense.

Anyways: the following items can be added. (no * means it was seen post-cull)
Amulet of the Whispering Woods*
Anonymous Cloak
Bloody Bestiary
Book of Infinite Smells*
Bracelet of Absorption*
Chatter Rocks*
Circlet of Precognition*
Cloak of Necromancy*
Conrad's Dancing Teeth*
Crown of the Soulbound Usurper*
Cygwin's Clever Cincture*
Deathwatcher's Blessing*
Favor of the Goddess Charm*
Fleshmask of Hemotheurgy*
Instant Pit*
Jar of Thoughts*
Mask of Machismo*
Mask of Wraith's Deceit*
Mosquito Swarm*
Nimble Finger's Needle*
Nimel's Elemental Exchanger*
Pom's Periapt of Pan-Planar Pilotage*
Portable Window*
Relic of Mortus Dissimulo*
Replenishing Quiver*
Ritual Blade and Bowl of Zon-Kuthon's Transformation*
Robe of Robing*
Room-Ex Cube of Wonder*
Spellbook of the Arcane Apprentice*
Sphere of Capture*
Storm-bound Pouch of Cutting Winds*
The Gambler's Card*
The Pillars Dexter*
Timepiece of Stolen Moments*
Tome of Heritage*
Whisper Pebble*
Wey Stone*

The following items can have their * removed
The Bully Pulpit of the Reluctant Martyr
Elixir of Last Will
Saddle of the Chevalier
Shadow Sentry

The following items are misspelled in some way. (This is a ridiculously nitpicky thing; heck, I had several items misspelled or unalphabetized in my own list, so I'm not trying to claim King of Grammar Superiority by any means.)
Arc Light of Spectral Reclusion
Chrono Baton
Hunter's Geas
Rat-Tread Boots
Siegebreaker Cymbals
Vrolikai Hide Belt Sheath

Lastly, there was one item with two iterations of the same name that people were talking about on the boards. I never saw such a case; anyone remember what was being referred to?

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ciretose wrote:
How many other people are waiting to see someone mention the item they made, but not mentioning it because that feels like cheating? :)

+1 for that. (Actually, +2 if I'm counting my sibling's item, which I also really enjoyed.) But I'll refrain from mentioning itat the moment unless someone else brings it up.

Otherwise, my three favorites made the top 32, so I'll give quick shoutouts to three more I loved: the synergistic extract of haunts (turn yourself blind, mute, or handless in order to see, diplomicize, and grapple with haunts), the elixir of last will (fall below 0hp, your spirit gets to reach out and twist fate with -2 circumstances while your body lies bleeding) and the handwraps of unerring flows (monks turn misses into a dance that boosts up their next attacks). All ingenious and joyful. I'll save further discussions for the Critique thread.

Mikko, the witchfrost heart was fun and elegant. It's one of the few that I read and instantly put into my top 32.

Oh, and someone asked about the discordant cur: it was a metal sphere that turns into a yapping clockwork dog whose annoying noises disrupt mental commands (like from a domination). If you whack it, it shuts up and goes back to being a sphere.

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Before I went to bed last night, I turned on Titanic because it was the longest movie I had within reach and I thought "Well, this'll eat up a few hours, if nothing else."

And then an hour and a half in, I was all "No! This is a terrible metaphor for my current emotional state! The 2-3% of the upper-class passengers are the only ones escaping the Ship Of Doom while the entire lower class is being killed off slowly in various gruesome ways, mostly involving drowning, shooting, being crushed underfoot, electrocution, or falling off the ship and hitting other parts of the ship with a dull CLONK! RPG Superstar contestants should not be exposed to this on Wondrous Item Eve! WHY AM I DOING THIS TO MYSELF?! WHY?"

So, yeah, I slept soundly.

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(In the village square, the crowd has gathered. They anxiously mutter to themselves, scuffling their feet. Somewhere in the distance, a wolf howls.)

(A nervous young woman clutching a sheaf of numbered papers steps up to the podium. In a quavering voice, she announces into the microphone that due to budgetary cutbacks and the economic recession, 2! has been cancelled and the Superstar countdown will continue as per usual the following day. Sensing discontent from the crowd, she turns and vanishes, possibly through a dimension door-style effect.)

(The crowd slowly disperses. The exodus of bodies reveals a small child, wearing a t-shirt with an oversized purple 2! on the front. He clutches a handful of limp helium balloons, the strings held slackly in his tiny hand. A single tear runs down his cheek.)

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Arkos wrote:
"It's hard out here for an amateur game designer with high blood pressure and anxiety issues" is probably a terrible title for a movie, but it would definitely be the documentary of this last month.

"Things We Lost In The Cull: The RPG Superstar Story"

"Votes on a Scandal"

"Walkie-Talkieing Tall"

"The Filigreen Mile"

"Where Did My January Go? The Lost Days of Superstardom"

I expect at least three Oscars.

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Cinematic moments are key for me. The game, whenever I've played it, has been about key instants and grand, sweeping turns that live on in your memory. Last year's Spellbreaker Gauntlets were my favorite wondrous item because they perfectly captured the visual of punching a spell to make it go away. How can that compare with a set of skill bonuses or a spell effect?

I don't play Pathfinder to win; I play Pathfinder for the sheer joy, and any item that directly increases that joy is a winner in my books.

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I'd seen it a handful of times pre-Cull, but post-Cull, I've been spending increasingly long periods of time simultaneously voting and quietly fretting that I'd been disqualified or eliminated or eaten by dire weasels.

Thankfully, I saw my item again tonight, so I can sleep soundly.

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Without question, my favorite item of round 1. I was predisposed to dislike it, because the name is so generic (and in the past, we've seen Spellstrike Vambraces or Spell-catch Gauntlets in the top 32, neither of which wowed me, so it felt like another generic enh item on that alone.) Then we get into the meat of the matter: smashing down magical walls and PUNCHING SPELLS TO KILL THEM is one of the funnest, most amazing concepts I can picture. There are so many character concepts created by this concept; the mechanic mixes melee and magic in a really smooth, really well-put-together manner, and I adore it. It's a feeling no other item this year fully captured, and is one of the only things on the list that I, as a character, would beat up another character for. It is cinematic, memorable, and - the key for me - fun. Very very fun.

Congrats on my Legacy position; you're getting a vote from me for every round you're in the contest.

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Cheers and thanks.

Kamikaze Candle
Aura faint conjuration; CL 3rd
Slot —; Price 750 gp; Weight 1/2 lb.

Repeated Draconic runes translating as 'firefly' encircle the base of this fat green candle. Closer examination reveals several moth-like corpses perfectly preserved within the wax. It sizzles audibly when lit and burns weakly, barely enough to dimly illuminate a 5-foot square. However, the light glimmers irresistibly to insects; when held aloft in one hand and left to burn uninterrupted for one round, a benign swarm of luminous moths and reflective flies appear and begin circling the bearer. Not only does this swarm provide normal illumination in a 30-foot radius, but their drifting bodies grant the bearer and all creatures within 5 feet partial concealment (20% miss chance), in addition to a -40 penalty to Stealth checks. If the swarm is damaged or subjected to a strong wind, it disperses, but reforms at the beginning of the bearer's next turn. The swarm harmlessly dissipates in one round should the candle be extinguished.

As a standard action, the bearer may command an established swarm to self-immolate. Immediately, all insects launch themselves at the flame, incinerating the candle in the process, and hurl their burning carcasses at up to four targets within 30 feet. Each target struck takes 2d4 fire damage (Reflex DC 14 half) and any target taking at least 1 point of damage must make a Will save (DC 10 + damage taken) or immediately provoke a melee attack of opportunity from all allies in range. A target may be struck multiple times; in this case, the fire damage stacks, but the Will DC does not increase past 20.

A kamikaze candle burns for thirty minutes if left unmolested, and never functions underwater.

Construction
Requirements Craft Wondrous Item, glitterdust, summon swarm; Cost 375 gp

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Thanks in advance.

Spectacles of the Second Sight
Aura faint divination; CL 5th
Slot eyes; Price 7,500 gp; Weight
Description
Though the mirrored eye-shaped lenses on these ornate silver spectacles constantly blink open and closed, they do not hamper the wearer’s vision in any way. As a move (manipulation) action, the wearer may make an opposed Perception check to catch the open eyes of any visible two-eyed creature within 15 feet.

If successful, the lenses cease blinking, take on the appearance of the target's eyes, and the spectacles become charged. As a swift action, the wearer may discharge the spectacles; for the next five minutes, she replaces all her visual abilities and attacks with those of the target at time of charging. This includes darkvision, low-light vision, light blindness, light sensitivity, skill ranks and bonuses in sight-based Perception checks, and magical, spell-like and supernatural effects that rely on sight (such as true seeing or a paladin's detect evil). If the target possessed a gaze attack, the wearer may actively gaze towards one creature of her choice during the discharging period. The DC for any effect remains the same as if it was derived from the original target. The spectacles cannot grant base Wisdom modifiers or any ability acquired from a magic item. After five minutes, the lenses regain their mirrored sheen and may again be charged.

A charge may be held indefinitely, but is immediately lost if the spectacles are removed. A creature may not have their vision mirrored by a pair of spectacles of the second sight more than once in a 24-hour period.

Construction
Requirements Craft Wondrous Item, arcane sight; Cost 3,750 gp

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My favorite item of the round; for starters, it's the single coolest one I, as a player, would want to use. Wonderfully clever concept, beautiful execution, and fun. Fun, fun, fun. Plus it's utilitarian enough that any class can make use of it, and requires some cleverness to solve, but is brilliant for helping you out of suspect circumstances, which come up over and over in the best games. A-game work, sir. I'm giving this to my PCs.

Unless you horrifically screw up in latter rounds, you're in my Legacy position; you'll be getting a vote no matter what the next designs are.

So, you know, don't screw up. ^_^

And congratulations on sweeping into the top 32!

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Might as well.

Scales of the Miser
Aura moderate divination; CL 6th;
Slot —; Price 4,200 gp; Weight 2 lbs

Description
These large brass scales function as a normal set of merchant’s scales, though they grant a +4 circumstance bonus on related Appraise checks as opposed to the regular +2. In addition, six times a day, a small button at the base may be depressed; the scales then emit a low hum and seem to glitter with a golden sheen, and after one round, they readjust to compare their contents by their price in gold pieces.

There is no calibration or degrees of weight difference in this price-weighing; the two dishes are simply compared to each other, and the more expensive will be weighed as heavier.

If the contents of either dish are changed or altered during a price-weighing, the scales instantly revert back to their nonmagical state and must again be recalibrated, though one daily use is still expended. If left untouched, they revert to this state after one minute.

Each dish has a weight limit of 10 lbs. The scales do not function on artifacts, automatically pricing them at 0 gp.

Despite these limitations, the scales of the miser are prized by merchants and artificers for their abilities to, if cleverly used, quickly appraise valuables, locate counterfeits, count large sums of money, and determine just how truthful adventurers are being.

Construction;
Requirements Craft Wondrous Item, identify, creator must have 10 ranks in Appraise; Cost 2,100 gp

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Clark Peterson wrote:

So when is this big reveal again?

Oh yeah...

TOMORROW!!!!!!!!!!!!!

Extra! Extra! Confirmation that time does indeed flow in sequential fashion, page 3!

In all seriousness, being less than 16 hours away (if I have my timezones right) is a lovely illustration an asymptote of running up against Ultimate Excitement. Which likely explains the thirteen consecutive exclamation marks right there. By 1:53 tomorrow, exclamation points will have taken over the boards like Tribbles. The rest of us will be crushed to death.

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Tom Baumbach wrote:
Sean K Reynolds wrote:

I'm basically saying this just to taunt you. ;)

In all seriousness, I'm looking forward to Round 2, I'm thinking it's going to let some people really shine.

This is a clue. Round two is Polish Sean's Head!

Thank heavens last week I conceived my Vaseline Golem. I am now theoretically prepared.

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Another first-time entrant echoing thanks to both the awesomeness of the judging and the whole structure of the competition. It's very user-friendly. And everyone seems so darn nice when they're not blowing each other up.

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The hat of disguise was absolutely perfect in a number of situations some of my characters found themselves in recently. Wonderful, simple theatrics are possible.

But I have to give it up to the near-genius of the portable hole. I let one of my players craft one once — he spent a week in-game knitting it — and it became the party's most prized possession, functioning as everything from a parachute to a lake drainage device to an egg incubator to a way to carry around a hundred dead bodies. So multipurpose.