Bear

Vincent Emond's page

RPG Superstar 6 Season Star Voter. 16 posts. No reviews. No lists. 2 wishlists.


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Star Voter Season 6

I toyed with a similar concept... until I stumbled upon the spell raise animal companion. A scroll would only cost 2,125 gp. I like the philactery though.

Star Voter Season 6

Scarlet God.

Star Voter Season 6

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!

Star Voter Season 6

No playtest. I changed my vote from Mike to Sam because of the previous rounds.

Steve Miller – Brike Isle
Tom Phillips – Eightfinger’s Tomb
Sam Polak – Sequestered Palace Sumptuous
Russel Vaneekhoven – Hungry Mountain Dragon

Star Voter Season 6

Boots of the Relentless
Aura
Faint transmutation; CL 5th
Slot feet; Price 2,500 gp; Weight 2 lbs.
Description
Urban rangers have created the boots of the relentless to compensate for the lack of agility of city guards often unable to catch up with scoundrels of all kinds. First, the boots keep the wearer’s legs fresh. A fatigued character wearing the boots of the relentless can run and charge normally. Additionally, the wearer can navigate freely through obstructed ground. Twice per day as a free action, the wearer can treat up to 30 feet of difficult terrain as normal terrain. This distance need not be continuous but the effect dissipates at the end of the round. Lastly, a character wearing the boots has an advantage when participating in a foot chase (see Pathfinder RPG Game Mastery Guide 232). The boots give a +10 foot enhancement bonus to the wearer’s land speed during a chase. This effect is not cumulative with similar effects, such as those provided by haste. Moreover, the boots of the relentless literally guide the wearer who gets a +3 competence bonus on Acrobatics, Climb and Escape Artist checks, again only during a chase. The wearer also recovers quickly when thwarted by obstacles. Failed obstacle checks are always considered missed by 5 or less. Even after failing two obstacle checks, the wearer never becomes mired. Unfortunately, criminals have also adopted these boots to run from the law.
Construction
Requirements Craft Wondrous Item, feather step, longstrider, tireless pursuit, creator must have 3 ranks in the Acrobatics, Climb and Escape Artist skills; Cost 1,250 gp

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.

Star Voter Season 6

Not real children? Would have been creepy!

Star Voter Season 6

Reminiscent of the pale man from Pan's labyrinth, but different enough to still be cool. The best of many gloves this year.

Star Voter Season 6

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.

Star Voter Season 6

Thanks a lot, Neil. Now I think I am both closer and farther than I thought!

Neil Spicer wrote:


I actually didn't care for the name.

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!

Star Voter Season 6

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

Star Voter Season 6

Sean McGowan's Among the Gears of Madness.

Star Voter Season 6

As an obnoxious, raucous english-hating member of the funny breed, and also a rude fan of Celine Dion, I congratulate all the Canadian, American, Irish and South African contestants. I love you all.

Star Voter Season 6

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.

Star Voter Season 6

A hockey fan? You have my vote!

Star Voter Season 6

Neil Spicer wrote:
Vincent Emond wrote:
Throbbing Orb

*...5d4 bleed damage?! Is that per round? Or a one-time impact on a direct hit with the splash weapon? Seems like it's priced a little low for negating all bleed damage while bestowing the wounding property (which could potentially stack with existing weapon properies on an already magic weapon). Not really a fan. Vote to Reject.

*...Agreed. Reject.

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

Star Voter Season 6

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