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Cheapy wrote:

That explains them both quite well.

It seems the Fated would have a problem with emotions if they are clouds of logic. Does this interfere with their abilities to be barbarians, since that class's biggest draw is their ability to go into a Rage? Are they Spock-like?

Rage is an interesting thing that comes in many forms. While it is often seen as a manifestation of fury or madness, it is better defined as pure, primal nature. One of the biggest truths about ourselves is that our natural instincts are impeded by reason, logic and restraint drilled into us throughout years of education and social development. Therefore a Fated Barbarian would be one who focusses on the truth of their 'primal nature' and its manifestation; seeing it as the most natural and efficient means of dealing with hostile encounters.

I suggest a Fated Barbarian should take the 'Moment of Clarity' rage power and put ranks in Sense Motive and at least one Knowledge skill to effectively role-play such an interesting paradox.


Abraham spalding wrote:


They can be descended from the sorcerer -- or it can be something else entirely that causes them to manifest their abilities.

Please note that Balors are outsiders with the fire subtype -- as such it is quite believe able to state that the fire part is what draws out in a particular sorcerer instead of abyssal. Much like a gold dragon descended sorcerer might be fire element instead of dragon.

From my perspective, the taint that manifests in native outsiders is so strong, it dominates their very physical forms regardless of choice. It is their identity. What you speak of sounds more like a human sorcerer with the appropriate 'racial heritage' feat and/or 'genie blood' trait. If you want a race defined by the element of fire, go check out the Ifrit.

Balors are...

Quote:


CE Large outsider (chaotic, demon, evil, extraplanar)

... they have no ties to the elemental plane of fire. Fiendish resistances granted by the appropriate sorcerer bloodline already factor in any relations to the elements. If such a sorcerer wanted to focus on the elemental side of their bloodline, they could choose feats such as Elemental Focus and Elemental Spell. The same goes for draconic bloodlines; their bloodline powers already factor in any relations to the elements.

A spade is a spade. If you want an elemental sorcerer, then make one.

Again, this is my perspective and its a houserule my RP group use to prevent meta-gaming and enforce plausibility. I'll just mention that we see all rules as being more like guidelines; if we can justify our way around certain rules, we usually work out an exception. As an example, we treat the 'Racial Heritage' feat as being open to all races and it bypasses any racial restrictions on sorcerer bloodlines (as appropriate).


Cheapy wrote:


I don't understand why the Fated get Alchemist favored class. I can understand, kind of, the Warpling. But the Fated? I don't see that at all.

The whole Fated getting Oracle thing is a bit weird, solely because of the Curse. A God decided to create you so that you could fulfill a purpose...so he made you deaf. Way to go! However, the spontaneous divine caster is a perfect fit for this.

If you can't tell, I am finding the Fated a bit wonky.

Axiomites embody the laws and equations of existence and are made up of crystalline clouds of logic. A fated alchemist can use the power of their axiomic blood to expose these secrets in the form of additional alchemical discoveries.

Deities work in mysterious ways and nothing represents this better than the oracle's curse ability. Perhaps a deity envisions you fighting an unseen enemy, so they cloud your vision to force you to learn to fight without it; thus taking advantage of blind-fighting and blindsense. On the other hand, just because a deity has big plans for you, doesn't mean they hold you in their favour; they could be hindering you in an attempt to prevent you from accomplishing something they don't approve of. In any case, the fated are affected by this 'divine intervention' more-so than other oracles; therefore I feel this favoured class option is well justified.


The bloodline restrictions are a houserule my group uses. Feel free to remove or adjust the restrictions as appropriate for your campaign. Alternatively, replace them with the following rule:

"Sorcerers of the appropriate bloodline treat their charisma score as 2 points higher for all sorcerer class abilities."

However we removed this feature from the list of Tiefling racial traits when the expanded tiefling rules were released. We found that a tiefling with +2 to Charisma AND treating their charisma as being +2 for sorcerer abilities was potentially too over-powered.


Abraham spalding wrote:

No -- just plain no on that "must be this bloodline" stuff. That's absolutely ridiculous. What if they are descended from a Bralani -- you are telling me they couldn't possibly be air bloodline? A warpling -- something that is descended from pure chaos is so predictable that it is always one specific bloodline? Not seeing that either.

No Tiefling descended from a Balor will ever have the fire bloodline?

Also: More races that have a free +2 to any stat? Quite the cop out there, no thank you.

Don't mind the favored class abilities though -- those are tasty.

Bloodlines are not like domains; they represent the power drawn from a character's own blood. The Air and Fire bloodlines are actually Elemental bloodlines, which would mean the character would have descended from an Elemental, as opposed to a Celestial or Fiend. It also makes more sense that a native outsider would draw power from their more obvious racial heritage, as opposed to some other random bloodline. From a mechanical perspective, the restrictions distract from the (sometimes) seemingly over-rated elemental resistance.

That being said, if you think that one of these outsider races should have access to the elemental bloodline, then by all means allow it (or discuss it with your GM).

FYI: A Balor is a fiend, not a Fire elemental.

Yes, more races with the +2 to one stat. It represents the diversity of the race and prevents them from being pidgeon-holed into specific roles/classes. Outsiders come in all shapes and sizes and having a base '+2 to one stat' is much simpler (and tidier) than having a long list of alternatives.


Below are some adjustments for Tieflings and Aasimars that we use in our campaigns, as well as two additional native outsiders based on the law/chaos alignments.

Aasimar (Adjusted):

* +2 to any one stat.
* Normal Speed: Aasimars have a base speed of 30 feet.
* Darkvision: Aasimars can see in the dark up to 60 feet.
* Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
* Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability. The caster level for this ability equals the aasimar's class level.
* Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
* Celestial Sorcery: Aasimar Sorcerers must take Celestial bloodline
* Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Tiefling (Adjusted):

* +2 to any one stat.
* Darkvision: Tieflings see in the dark up to 60 feet.
* Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
* Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
* Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
* Fiendish Sorcery: Tiefling sorcerers may only take Abyssal or Infernal sorcerous bloodlines.
* Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

And the new ones:

Warpling:

Warpling
Warplings are humans who have either spent ample time in the Maelstrom or can trace their lineage back to its native inhabitants, such as proteans. This connection with the Plane of Chaos can manifest in any number of ways and even shift over time. The colouration of their hair, skin and eyes can be of any hue and can sometimes change during emotional outbursts or through profound experiences. Their forms can also feature scales, feathers, ridges, warped appendages and even vestigial horns, wings, fins, spikes, fangs or tentacles. Some may even excrete a fine mist, glossy ichor or ripples of chaotic energy across their skin.

Racial Traits
* +2 to any one stat.
* Normal Speed: Warplings have a base speed of 30 feet.
* Darkvision: Warplings can see in the dark up to 60 feet.
* Skilled: Warplings receive a +2 racial bonus on Escape Artist and Disguise checks (self only) and Linguistics checks to decipher verbal languages.
* Spell-Like Ability: Warplings can cast Entropic Shield once per day as a spell-like ability (caster level equals class level).
* Entropic Resistance: Acid resistance 5, Fire resistance 5 and Sonic resistance 5.
* Entropic Sorcery: Warpling Sorcerers must take the Protean bloodline.
* Languages: Warplings begin play speaking Common and a redundant dialect of Protean. Warplings with high Intelligence scores can choose any of the following bonus languages: Abyssal, Aquan, Auran, Draconic, Dwarven, Elven, Gnome, Halfing, Ignan, Protean and Terran.

Alternative Favoured Class Bonuses
Alchemist -- 1/4 bonus discovery
Barbarian -- 1/4 rage power
Ranger -- Animal Companion gains +1/2 DR/Lawful
Rogue -- Add 1/2 bonus on Disguise checks (self only) and Escape Artist checks
Sorcerer -- Add 1/2 damage to Acid spells and bloodline abilities
Summoner -- 1/5 evolution point for either yourself or your Eidolon

Fated:

Fated
The Fated are humans with a fabricated existence. Some are the rare descendants of axiomites who study the laws of procreation, but most are conceived specifically to either repay an ancestor's divine debt or fulfil a specific role in a lawful deity's divine plans. While mostly human in appearance, the Fated tend to exhibit a single, obvious trait of axiomic influence. Examples include mechanical-looking joints or appendages, visible veins and blood vessels in straight and right-angled patterns, unusually symmetrical facial features and expressions or the appearance of glowing, crystalline symbols on their skin during moments of intense concentration, physical exertion or the events leading up to their intended destiny.

Racial Traits
* +2 to any one stat.
* Normal Speed: Fated have a base speed of 30 feet.
* Darkvision: Fated can see in the dark up to 60 feet.
* Skilled: Fated receive a +2 racial bonus on Sense Motive checks, Intimidate checks to demoralise and Linguistics checks to decipher written languages.
* Spell-Like Ability: Fated can cast Guidance three times per day as a spell-like ability (caster level equals class level).
* Axiomic Resistance: Electricity resistance 5, Fire resistance 5 and Cold resistance 5.
* Fated Sorcery: Fated Sorcerers must take the Destined bloodline.
* Languages: Fated begin play speaking Common and Celestial. Fated with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Draconic, Dwarven, Elven, Gnome, Halfing, Ignan and Terran.

Alternative Favoured Class Bonuses
Alchemist -- 1/4 bonus discovery
Cavalier -- Add +1/4 to the cavalier's banner bonus
Paladin -- +1 to Concentration checks when casting Paladin spells
Monk -- Add +1/4 to the Monk's Ki Pool
Inquisitor -- Add 1/2 to Sense Motive checks and Knowledge checks to identify monsters
Oracle -- Treat the oracle's level as +1/2 higher for the purpose of determining the effects of the oracle's curse ability.

Of course there's room for alternative racial traits, but we usually leave these up to the imagination of the players and their GM. Some examples include replacing the spell-like ability with a 50' Glide speed (move 5' per 1' fall), a secondary natural attack (usually bite, gore or tail slap) or a +2 racial bonus to knowledge, perform or craft checks. In some cases, I've even replaced the Tiefling's bonus to bluff with intimidate for the more 'fiendish' looking characters.
When it comes to outsiders, anything goes. ;)

These are just rough drafts that might change over time, but they are at least playable and (mostly) balanced in their current state. Enjoy!


I'm actually quite disappointed in most of the archetypes submitted by the top 32 and I'm surprised by some of the comments from the judges. I don't want to ruffle too many feathers, so I'll keep my negative comments left at that. Suffice to say, I expected a bit more from both.

It seems to me that this year's competitors have had a bit too much practice writing wondrous items. Might I suggest kicking the competition off with something else next year?


I think the dude's got the message. :|

In any case, if such a suggestion (although I prefer to see it as a challenge, bit insert 'mistake' if you want) is really going to jeopardize anyone's submission, then the judges really need to question their integrity.

Let it go and close the thread.


Some feedback on Gloves of Elongation

Spoiler:

The first paragraph could have been structured slightly better (and I'm probably being pedantic, but I'm not sure 'rubber' really features in Fantasy settings; perhaps a more archaic description would have been better?) and while you've described them as having a reach of 30 feet, you've gone on to mention up to 60 feet. Were you trying to impose a minimum of 30 feet? Either way, I think you went a bit too far (pardon the pun).

Having the outstretched arms work differently to normal reach rules probably didn't do you any good. It would have been much simpler to simply have them modify the wearer's effective reach. having them take damage that doesn't apply to the wearer just isn't consistent with the core rules of reach.
There are also issues relating to exploits; casters could use these to apply melee touch attacks to just about anywhere in the vicinity of combat. As an example, if clerics didn't have to be adjacent to the warriors to heal them, combat would become too easy.

Finally, the secondary effect is vague; how far exactly is the wearer able to vault themselves? Is there a bonus to acrobatics/jump checks? If the wearer slammed into a solid object along the way, why would they have been able to attempt it in the first place?

Overall it's not a bad idea (although it reminds me of a certain anime cartoon...), but I think the effective reach could have been reduced (15 feet instead maybe?) and the mechanics could have been made much simpler by utilizing existing rules. Your writing style could also use a bit of work, as your descriptions and sentence structures could have been better. Look at how they're structured in the official rule books and practice writing in a similar fashion.


I'm not competing in this stage, but I might be able to help you with your suggestion.

Are you after a Monk with better ranged combat capabilities or do you just like the 'theme' of flaming shurikens? With the introduction of the Zen Archer in the APG, I'm going to assume you just like shurikens. ;)

You can already have shurikens with the Flaming enchantment, so they're already possible (albeit expensive without item creation feats). As for a monk that enhances shirukens with Ki, I don't really see this as a gap in the available Monk archetypes. Still, I think there's something I can suggest.

In my experience with traditional martial arts, shurikens were mostly used at close range (within 20') to momentarily stun, distract, impair, bleed or poison targets (VERY Ninja). Therefore, perhaps someone can come up with archetype abilities that allow you to apply effects like Stunning Fist, Disarm, Ki modifiers, etc to shurikens. On their own, such abilities are more than likely better suited to feats; however if someone can come up with other close-range abilities to compliment such uses of shurikens, they might just find themselves a winner. ;)


Mikael Sebag wrote:

Hmm, okay, now I see where you're going and I still really like it, but I think then that the item may do too much. After all, the person for whom this would be most useful then would be a fighter whose either taken a specific weapon archetype (eg. Two-Handed Fighter) or a character that has simply pumped a bunch of feats into a single weapon style.

Might I suggest then, that the scabbard can accommodate any kind of weapon of any size, but can only maintain the transformation of one weapon at a time? The weapon that gets placed into the scabbard would thus get "attuned" to it and would become the specific size category and weapon type that the scabbard is designed for. Then, if you find a new better weapon, just switch it out with the old one, which would then revert to its original size and form.

You could probably remove the CL limits on the weapon's enhancements/abilities/special materials altogether because it's only affecting one weapon at a time and it would keep the scabbard from becoming a factory for a specific kind of weapon.

Thanks for the suggestions mate, I'll keep them in mind for next time. ;)

Personally, I don't see anything wrong with a warrior using the scabbard to reproduce weapons ideal for his combat style. I thought about this, but such an exploit can already be done with the Leadership feat (create a cohort with item-creation feats). Besides, a fighter is nothing without a weapon appropriate for their combat style; I actually had to run through the end of the RotRL campaign with a fighter/barbarian that was unable to use his weapon of choice and if it weren't for Rage, I would have been near-useless. GM's who exploit this weakness without giving the fighter a chance to re-equip are just plain mean! :D

The real exploit with this scabbard could have been with reforging weapons with Vorpal or Brilliant Energy enchantments, Luck Blades, Holy Avengers, intelligent items and the likes, which is why I came up with the CL restriction. Essentially your limited to Enhancement bonuses, energy damage, Bane, Alignments and other such minor enchantments. Such weapons are always useful, but aren't too powerful.


Marc Chin wrote:

Also submitted for judge's critique on their thread, I'm putting it here for general commentary.

Paranoid Charm

Spoiler:

Aura faint abjuration; CL 5th
Slot neck; Price 4,000 gp; Weight .5 lbs.
Description
This amulet is crafted in gold, often in the form of a humanoid face bearing a pained expression. The amulet can be activated once per day, upon which for the entire 24 hour duration it will either confer a +4 enchantment bonus to the wearer's AC or absorb 60 points of damage of *only* the most recent physical (blunt, slash, pierce) or energy (acid, fire, cold, electricity, force) damage of two hit points or greater inflicted upon the wearer in the past day.

The amulet cannot be activated again or have its type of protection altered during its 24 hour duration and removing the charm from your neck ends any conferred bonus immediately. Whenever the amulet is donned, it cannot yet be activated until the wearer suffers at least two hit points of any of the applicable types of damage noted. Likewise, if the wearer does not suffer any of the applicable types of damage in over 24 hours, he must suffer enough damage of any of the applicable types before it will activate again; non-lethal damage does not satisfy the damage prerequisite for activation of this item.
Construction
Requirements Craft Wondrous Item, shield, protection from energy; Cost 2,000 gp

Here's my input:

1: You've created an item with an effect that can be activated once per day and lasts 24 hours... Do you see what's wrong with this? The effect would work much better as a constant effect.

2: This is a swiss-army-amulet; you've got the choice of an AC buff and two types of damage absorption. From what I've come to understand, this is grounds for immediate dismissal in the Superstar comp. In addition, the damage absorption isn't described very well and appears to work on damage that had been received prior to equipping the amulet, or in other words, a form of healing. Instead, it should only apply to incoming damage (see the Scarab of Protection for a great example). You also didn't designate a type of AC bonus; is it a Natural Armour bonus, an Enhancement bonus, a Dodge bonus, a Shield bonus...?

3: The cost is way too low. An Amulet of Natural Armour +4 has a cost of 32,000gp. Try comparing the cost of your items to existing ones and double check the magic item creation guidelines to ensure you get a genuine, approximate value.

I loved your initial description of the item though ("This amulet is crafted in gold, often in the form of a humanoid face bearing a pained expression..."). It is short, sweet and descriptive. Well done :)


Mikael Sebag wrote:
disordah wrote:

This was my submission. Please give me plenty of constructive criticism, as I am trying to get into the gaming industry.

Scabbard of Reforging
** spoiler omitted **

This item was inspired by two things: First, those campaigns where you never find a magic weapon that corresponds with your character theme or weapon focus and everything ends up going in the 'barter' pile. Second, when you have a GM that likes to sunder a lot!

I'll be the first to admit that it doesn't have that immediate 'WOW' factor, but in my opinion, it is practical, useful, balanced and doesn't really 'break' anything (pardon the pun). If anyone thinks otherwise, please comment and be brutaly honest.

I like this item a lot, but the language is confusing. Why not a Medium dagger or a Large greatsword? Is it because the scabbard is a designed for a one-handed weapon (which both a longsword and a scimitar are) or because of something else. With your permission, I'd like to come back and edit this for style as well, but I first need a better understanding of what its limitations actually are. Also, I might consider permanency as a required spell along with shrink item.

I agree with you about the confusion; I had a lot of trouble trying to describe the item's limitations as clearly as possible and couldn't do it without an example. I could have really simplified it by easing or removing the limitations, but this made the item unbalanced and potentially game-breaking.

I put a limitation on the item to make it more 'realistic' and limit the exploitation. As am example, try comparing a dagger with a long sword; the long sword is made up of a LOT more steel than the dagger and while the magic of the scabbard is capable of generating additional materials to complete the reforging process, it wouldn't have the capacity to generate THAT much extra steel. Now compare steel with adamantium; I had to put something in there to stop players from crafting an adamantium dagger and reforging it into an adamantium great sword. It would be possible to work the other way around though, because there's nothing stopping you from breaking the adamantium great sword down into smaller peices and reforging it as a dagger. This 'shrinking' mechanic was put in place to allow the reforging of weapons commonly looted from giants and other large humanoids, because they'd almost always have something useful if it wasn't for the Large aspect. ;)

EDIT:

The scabbard could be created to suit any bladed weapon. You could create a 'Large Bastard Sword Scabbard of Reforging' or a 'Small Dagger Sheath of Reforging'; even a 'Rhoka Scabbard of Reforging'. In any case, if you can fit a blade in the scabbard, it can be reforged into whatever weapon it was intended for. I tried describing this aspect, but it became too long-winded.

And of course, you may edit the item as much as you like! ^_^


My opinion regarding Egg of the Flame Toxoztesoma...

Spoiler:

Aura strong transmutation and necromancy CL12th
Slot head Price 12,000gp Weight-
Description
This small gem is worn on the forehead, this item is activated by speaking the command word, and it borrows into the owner’s head. His skin and organs melt and turn into a single advanced leech swarm with the additional following changes; +2 strength, +4 dexterity, +3 natural armour, burn ability, fire resistance 20 and vulnerability to cold damage, this swarm is fully under the control of the owner, also anything this swarm perceives the owner perceives, the owner can control telepathically at any range as a swift action. After the owner’s body resurrects in a burst of flames, turning into a flaming skeletal creature with the following traits +2 strength bonus +4 dexterity bonus, +3 natural armour bonus, DR5/bludgeoning, darkvision 60ft, resist fire 20, vulnerability to cold, burn ability, the owner is treated as a native outsider for the duration of the effect. This effect lasts for 10 minutes, after which the owner’s body naturally extinguishes itself, incapacitating him for a round as his flesh slowly reforms, at the same time the swarm evaporates into a thick mist. The destruction of the swarm has no effect on the owner. This is a one use only item, after its activation it is destroyed. Alternatively by placing the egg on a dead creature’s body and activating it, the body is animated into a bloody flaming undead champion with the personality and alignment it had in life and it also gains the blood drain and poison abilities of the leech swarm. This undead creature lasts 1d6 minutes and after that it is instantly destroyed into a small pile of ashes.
Construction
Requirements Craft Wondrous Item, swarm skin, elemental body II, animate dead CL12 Cost 6,000gp

1: your grammar and spelling isn't really of a professional standard. Your first sentence alone would make any pedantic writer cringe and it took me quite a few reads to fully understand the item's description.
This is how I would have worded it:

Spoiler:

This small, luminescent gem is set in the centre of an eccentric circlet. When the command word is uttered, the gem burrows into the wearer's forehead and causes the wearer's skin and organs to melt into a pile of vile, writhing leaches which act as a single advanced leech swarm with the following additional qualities...

...or words to that effect.

2: You've gone way too overboard with the effects. The swarm has too many additional qualities and the 'flaming skeletal creature' is way over the top. It's essentially a summon+polymorph item with your own custom creatures thrown in. You also weren't clear on the state of the wearer or the duration of the effect; by the sounds of it, the wearer should be dead, as it has been deprived of its vital organs. Coming back as a burning skeleton for 10 minutes and being ressurected afterwards makes this item a summon+death+polymorph+ressurect item. This is complicated at best and it hardly seems useful or balanced.
This is how I would have designed it:

Spoiler:

The effects would be as follows: Firstly, the leach swarm would simply manifest in an adjacent square as oppossed to forming from the wearer's skin. I'd leave it at 'advanced leach swarm with the burn ability, immunity to fire and vulnerablity to cold' and instead of being controlled telepathically, it would behave as a typical summoned swarm. In addition, I'd leave the 'burning skeleton' bit out, except perhaps for the seconary effect, which I will get into later.

3: The raising of the undead champion by activating the gem on a corpse was a good concept, but again, the description and the duration ruined it.
I would have designed this secondary effect as follows:

Spoiler:

If the gem is activated on the corpse of a humanoid creature, it summons a Mohrg with the Burn ability, immunity to fire and vulnerability to cold. The Mohrg is not automatically under the control of the animator and lasts for 1D6 rounds before turning to ash.
The CL of this item would increase to at least 18 as a result of the above modification. The cost seems just about right though.

To sum it up, you had a wonderfully morbid theme happening there, but your writing style needs a lot of work and your designs need to be balanced and simplified. I hope this review inspires you to develop your writing and designing skills, because it sounds like you have some great ideas floating around in that twisted mind of yours. ;)


This was my submission. Please give me plenty of constructive criticism, as I am trying to get into the gaming industry.

Scabbard of Reforging

Spoiler:

Aura moderate transmutation; CL 10th
Slot -; Price 14,000gp; Weight 2lb.

Description
This heavy, reinforced scabbard feels warm to the touch and smells of burning coal. Once per day as a full-round action, any blade within 1 size category of the scabbard may be sheathed and reforged into the exact size and shape of the scabbard’s intended weapon. For example, sheathing a Small-sized Scimitar into a Scabbard of Reforging intended for a Medium-sized Long Sword will reforge the item into a Medium-sized Long Sword, but a Medium-sized Dagger or Large-sized Great Sword will be rejected. Any special materials or magical properties up to a Caster Level of 10 are retained by the reforged weapon, but all other properties are lost. Artefacts cannot be reforged by the scabbard. This effect can be used to repair damaged or broken blades, but destroyed blades are treated as being 1 size-category smaller for the purpose of fitting into the scabbard; providing most of the pieces can be reclaimed.

Construction
Requirements Craft Wondrous Items, Fabricate, Make Whole, creator must have 2 ranks in Craft (Weapons) skill; Cost 7,000gp

This item was inspired by two things: First, those campaigns where you never find a magic weapon that corresponds with your character theme or weapon focus and everything ends up going in the 'barter' pile. Second, when you have a GM that likes to sunder a lot!

I'll be the first to admit that it doesn't have that immediate 'WOW' factor, but in my opinion, it is practical, useful, balanced and doesn't really 'break' anything (pardon the pun). If anyone thinks otherwise, please comment and be brutaly honest.


This was my submission. Please give me plenty of constructive criticism, as I am trying to get into the gaming industry.

Scabbard of Reforging

Spoiler:

Aura moderate transmutation; CL 10th
Slot -; Price 14,000gp; Weight 2lb.

Description
This heavy, reinforced scabbard feels warm to the touch and smells of burning coal. Once per day as a full-round action, any blade within 1 size category of the scabbard may be sheathed and reforged into the exact size and shape of the scabbard’s intended weapon. For example, sheathing a Small-sized Scimitar into a Scabbard of Reforging intended for a Medium-sized Long Sword will reforge the item into a Medium-sized Long Sword, but a Medium-sized Dagger or Large-sized Great Sword will be rejected. Any special materials or magical properties up to a Caster Level of 10 are retained by the reforged weapon, but all other properties are lost. Artefacts cannot be reforged by the scabbard. This effect can be used to repair damaged or broken blades, but destroyed blades are treated as being 1 size-category smaller for the purpose of fitting into the scabbard; providing most of the pieces can be reclaimed.

Construction
Requirements Craft Wondrous Items, Fabricate, Make Whole, creator must have 2 ranks in Craft (Weapons) skill; Cost 7,000gp

This item was inspired by two things: First, those campaigns where you never find a magic weapon that corresponds with your character theme or weapon focus and everything ends up going in the 'barter' pile. Second, when you have a GM that likes to sunder a lot!

I'll be the first to admit that it doesn't have that immediate 'WOW' factor, but in my opinion, it is practical, useful, balanced and doesn't really 'break' anything (pardon the pun). If anyone thinks otherwise, please comment and be brutaly honest.


I'd be very keen to see a Wonderous Item Compendium of all the wonderous items that were balanced, but otherwise lost in the last few competitions. I'd buy the print edition for sure. ;)