Devouring Geometry could be changed to a random teleport within the tower, thus gradually splitting the party like it was intended and feeding the feeling of claustrophobia and paranoia. Who's gonna vanish next, and when? Another possibility would be to "devour" the PCs by swallowing them hole in an extradimensional space, which they could escape with a successful Will save, exiting in a random place within the tower. Great run, Tom, and great final adventure!
Boots of the Relentless
Spoiler: My brother stumbled upon Nimble Moves and Acrobatic Steps and told me I was toast. Yep. Feats. For 2,500 gp. Also, I chose free actions because of the <i>boots of speed</i>. Another mistake.
Personnally, what I appreciated the most was Neil's exhaustive reviews combined with Ryan's straightforwardness. Everybody can learn a lot from both. And also what the judges and posters suggested to tweak the final four's adventures. Teamwork can really take a Superstar story and bring it to Supernova status. Congrats everybody.
Thanks a lot, Neil. Now I think I am both closer and farther than I thought! Neil Spicer wrote:
This is funny because "throbbing" was in the concept all along. At first it was a throbbing chalice with a bleed aura and I changed it to an orb when I decided to go for the bleed bomb instead. French is my native language, and it's stange how it is difficult to evaluate the coolness of a word in another language. To me, "throbbing" is lot cooler than "palpitant" ;) The immunity to bleed damage was added simply because I was obsessed with characters being able to bleed themselves just to fill the orb (especially the Holy Vindicator). I didn't correctly explain the activation. I visualized it as pulling the pin from a grenade would require a swift action and throwing it would automatically be a standard action, without having to actually write it. I still had words, so this is a mistake. I admit our group doesn't play a lot with bleed, and I thought 12-13 points of damage per round was not that much considering the item took some time to fill and had to be thrown successfully. The splash can add some, but it can also affect other party members. I also intended the orb to fill not just on hits that deal bleed damage but on bleed damage taken in any successive round, but the description obviously is not clear enough. It would result in the orb filling more rapidly, thus the wounding property fading faster too. But I realize that offsetting the two together is not... really an offset. So I am closer than I thought in terms of communicating what a rather complicated item does. But since you (and other judges) "disbelieved" that I actually meant bleed damage for the bomb even though I wrote bleed damage, it also means I am a lot farther than I thought in terms of game balance... Again, thanks a lot, Neil. Your 2 cents are really worth more than that!
Neil, if you happen to have any spare change remaining, could you please spend it on my item, if you think it is worth it. It is essentially a bomb that deels bleed damage and needs blood to recharge. It received an "overpowered" comment. On the contrary, I think I added to many limitations. Also, I chose the transmutation aura because it fitted more with an alchemist item than with the spell requirements. Thanks for your time and advice.
spoiler: Throbbing Orb
Aura moderate transmutation; CL 10th Slot —; Price 17,000 gp; Weight 1-2 lbs. Description A throbbing orb is a crystal sphere the size of a human heart that is cold and translucent in its inert state. When held in hand, the orb confers immunity to bleed damage to its possessor and the wounding property to any slashing or piercing melee weapon he wields. Moreover, each time bleed damage is taken by a creature in a 5-foot radius, a charge is added to the orb. When the maximum number of charges (20) is reached, the wounding property is lost. As the orb absorbs blood vapors, it takes on a carmine hue and its wielder can feel it beginning to pulsate on its own, gradually growing softer, warmer and heavier. As a swift action, a throbbing orb can be activated; it can then be thrown to sprinkle enemies in a 5-foot radius with a powerful anticoagulant that only affects creatures at less than full hit points. Treat the orb as a thrown splash weapon with a range of 20 feet. All charges in the orb are expended on impact. On a direct hit, an orb inflicts 1d4 points of bleed damage for every 4 charges spent (maximum 5d4). Splash damage is equal to the orb's minimum bleed damage (maximum 5). Once discharged, a throbbing orb becomes inert, losing all abilities until until 24 hours have elapsed. Construction Requirements Craft Wondrous Item, bleed, cure light wounds, creator must be an alchemist; Cost 8,500 gp
Steven T. Helt wrote: I struggled to find eight concepts I could vote for. I really didn't think any of them were Superstar. Gulga Cench or the nightmare from the first year blow away any of these concepts. No otyugh in the portraits. The contestants couldn't go very far with a derro and a stone giant as the only freaks. Even the pixie was criticized for looking like an elf (which he did). I am just happy that the 3000-word stat block is a thing of the past.
Neil Spicer wrote:
When I asked fellow players, they told me things like "overpriced", "too complicated", "I would just sell it", "too many restrictions", "wrong aura", which are comments I expected. From the judges' comments, I guess it is essential to have a good hook right from the start to entice them to read the submitted item a second time. Submitting an item 15 minutes before the deadline probably doesn't help either. Spoiler: Throbbing Orb Aura moderate transmutation; CL 10th Slot —; Price 17,000 gp; Weight 1-2 lbs. Description A throbbing orb is a crystal sphere the size of a human heart that is cold and translucent in its inert state. When held in hand, the orb confers immunity to bleed damage to its possessor and the wounding property to any slashing or piercing melee weapon he wields. Moreover, each time bleed damage is taken by a creature in a 5-foot radius, a charge is added to the orb. When the maximum number of charges (20) is reached, the wounding property is lost. As the orb absorbs blood vapors, it takes on a carmine hue and its wielder can feel it beginning to pulsate on its own, gradually growing softer, warmer and heavier. As a swift action, a throbbing orb can be activated; it can then be thrown to sprinkle enemies in a 5-foot radius with a powerful anticoagulant that only affects creatures at less than full hit points. Treat the orb as a thrown splash weapon with a range of 20 feet. All charges in the orb are expended on impact. On a direct hit, an orb inflicts 1d4 points of bleed damage for every 4 charges spent (maximum 5d4). Splash damage is equal to the orb's minimum bleed damage (maximum 5). Once discharged, a throbbing orb becomes inert, losing all abilities until 24 hours have elapsed. Construction Requirements Craft Wondrous Item, bleed, cure light wounds, creator must be an alchemist; Cost 8,500 gp
Throbbing Orb
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