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![]() Andrew Black wrote:
Thanks for the critique, Andrew! I wondered if the pink flamingo reference would be considered too modern, as it evokes images of the lawn ornament. Guess I should have gone with my gut. Thanks again! ![]()
![]() Jeff Lee wrote: mummer's rod If this is supposed to be Mummer's Slapstick, I thank you! Though, come to think of it, maybe it should've been a rod... ![]()
![]() Steven Helt wrote: So if you specifically want me to critique your item, say so here and I'll try to get to it. If you have time, Steven, I would like a critique of my item, Mummer's Slapstick. ![]()
![]() Jaragil wrote:
Thanks for the critique, Jaragil! It's good to know the item rose above a mere SiaC. ![]()
![]() Allana Sliwinski wrote: As a quick note; as a drama teacher when I saw this item I was so excited! Good work in living up to my expectations, the item was lovely, I would definitely use it for a troop of performer types or a jester. Thanks, Allana! I'm a theater person too, so bards and their ilk will always have a special place in my heart. Glad you enjoyed the item! ![]()
![]() Thomas LeBlanc wrote: Mummer’s Slapstick - Joke item, auto-downvote from me. Price/cost incorrect. Thanks for the critique, Thomas! The item wasn't meant to be a joke, but it's helpful to know it was perceived as one. Cthulhudrew wrote: I really liked this; it was my favorite Jester item by far, and although ostensibly "jokey" it wasn't really a joke item in the sense that some were (puns or tongue-in-cheek items, etc.). The fun of it was that it was completely in character, and I voted for this one whenever I saw it, IIRC. Thanks for the critique, Cthulhudrew! Raynulf wrote: MUMMER'S SLAPSTICK: It's a 24K gold +1 club with a 1/day DC13, 1 round duration, hideous laughter which can be extended by beating on people. Aside from the jester thematic… most players I know would sell it, buy a wand and pocket the hefty difference. Thanks for the critique, Raynulf! Feros wrote: OK, fairly well balanced but the imagery is pure silliness. I have no problem with jokes items as such, but silly imagery does not equate to Superstar. Thanks for the critique, Feros! Again, I thought it was okay for an item to utilize humor, so long as it wasn't itself a joke. Seems I failed to strike that balance. Thunderfrog wrote: Mumners Slapstick: This and the Popcorn staff were joke items that executed better than some of the top 32 imo. I liked it. Upper tier. Thanks for the critique, Thunderfrog! Jacob W. Michaels wrote:
Thanks for the critique, Jacob! Concerning the second sentence, your comment prompted me to ponder the purpose of such flavor text. Whenever text like this is included in a description, I always interpret it as something used to set the tone and inspire the reader, perhaps offering a possible plot hook. That was my intention. Should a GM use this item in their game, I would not think them limited by this text in any way. If a player wants to craft the item, great! If the GM wants the players to find it in the fighting pits of Egorian, also great! ![]()
![]() GM_Solspiral wrote:
Thanks for the critique, GM_Solspiral, and thanks for upvoting the item despite its shortcomings. Can you recommend how it might be revised to prevent abuse? Between the low Will save DC, ever-increasing Perform check DC, and the fact that laughing creatures hit by the club stop laughing, I thought the chances of abuse were low. Not to mention the wielder has to first hit a laughing creature to make the Perform check in the first place. In short, I did everything I could think of to prevent abuse. Is this simply a broken concept, or is there some way to salvage it? ![]()
![]() Lucus Palosaari wrote: Mummer's Slapstick - SUPERSTAR! - I'm assuming you totally mean for this to be a serious item, despite its comedic roots. As that, I totally see it. And I love it, love it, love it. ITs great. I might question a few of the mechanical effects, and I'd suggest you alter a little language to be more inclusive and add variety but its an awesome item, well written, and well thought out. First Superstar Item I have tagged. Thanks for the critique, Lucus! It was intended to be a serious item, yes. I'd love to hear how the mechanical effects and language could be improved, if and when you have time. Thanks again! ![]()
![]() Mark Seifter wrote:
Thank you for the feedback, Mark! I'm disappointed my entry was dismissed as a joke item, but understand the employment of humor is risky. I thought I understood the distinction between an item that's funny and an item that's a joke, but apparently I did not. No doubt this distinction is somewhat subjective, but is there something specific about this entry that makes it a joke and not a legitimate attempt? I certainly didn't intend to waste anyone's time, and will steer clear of humor in future entries. Thanks again! ![]()
![]() Mark D Griffin wrote:
Thank you, Mark! It wasn't my intention to write a joke item, but a legitimately good item that employed humor. I knew doing so was risky. Perhaps the humor hurt it more than I anticipated. I welcome any additional feedback from you or others! ![]()
![]() Mummer’s Slapstick
Description
Once per day, as a standard action, the wielder can brandish the club and make it appear to be something hilarious, such as a giant carrot, pink flamingo, or anything else imaginable. Any intelligent creature within 30 feet who witnesses this sight gag must make a Will save (DC 13) or burst into a fit of irrepressible laughter for 1 round. Laughing creatures can only take a move action but can defend themselves normally. Each round after using this ability, the wielder can spend a standard action to attack a laughing creature. On a hit, as a free action, the wielder can make a Perform (comedy) check to extend the laughter of all creatures watching for another round. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. The DC increases by +5 with each additional check. The creature hit stops laughing and must make a Fortitude save (DC 13) or become dazed for 1 round. A lump rises on the dazed creature’s head as illusory birds flutter around it. Construction
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![]() theheadkase wrote:
That makes sense. If a sizable portion of your item is introducing a brand new spell, something's amiss. But I've seen plenty of items that do magical things no spell can. Haven't those authors effectively created new spells, in a manner of speaking? ![]()
![]() Sir William wrote:
How I made an RPG Superstar Top 32 Wondrous Item before I played a single game of Pathfinder ![]()
![]() Noticing lots of weapons that can cast some form of dimension door. ![]()
![]() TealDeer wrote:
Pretty sure I saw my item being viciously mocked by another poster yesterday, followed by others expressing agreement. Guess it wasn't their cup of tea. Still waiting to see it pop up on the Google Doc, though. Hopefully it hasn't been DQ'd! ![]()
![]() Jacob W. Michaels wrote: lair-master, you always want to have a copy of your final version on your hard drive (or google docs or cloud or somewhere). That holds true for anything you submit, as you never know when some problem could require you to re-send it. I have a copy of my final version. I was concerned I might have accidentally deleted something and didn't notice before clicking "submit", unlikely as that may be. It's an irrational fear, I know. I'm just nervous. ![]()
![]() Jeff Lee wrote:
Thanks! I previewed my submission many times, but am paranoid that I made some last-second error. Guess I'll find out! ![]()
![]() Cheapy wrote: The ability Blessing of the Faithful was in fact removed in Development, I believe to make space for all the rules necessary for the Divine Bonded Object and the example necessary for Domain Mastery. If it was an issue of space, I'd gladly trade that little ecclesitheurge dwarf illustration (cool as it is) for this mystery ability. Whatever could it have been? ![]()
![]() Cyrad wrote: why not just have the wizard give them a wand? Wands of Cure Light Wounds don't interest me much. I thought it would be more exciting for the players to receive unique magic items rather than something that's fairly commonplace in most other campaigns. I do agree that it would have been easier, though. ![]()
![]() To answer an earlier question, the party includes a ranger, paladin, and alchemist, so they're not without other sources of healing. Also, the setting is not low magic. When I think of low magic, I think of a setting where powerful magic simply does not exist. In this case powerful magic certainly exists, but it isn't something you can buy on a shop corner. I can understand why my rationale could be confusing. I just don't like what wands of Cure Light Wounds would say about this setting. To me, they say anyone with enough gold can go to the local magic shop and pick up a wand that mends injuries with a touch. They're cheap enough that heroes can purchase several at once and possess an effectively limitless supply of healing. In short, I don't want my setting to be one where adventurers carry around sacks of magic wands and never consider the cost of battle. Instead, I'd like them to have a source of healing that's reliable and effective, but no so plentiful that they never think to conserve it or worry about running out. While a magic amulet that can heal a limited amount of damage each day is arguably more miraculous than a wand with a finite number of charges, that's by design. The heroes received them from a mighty wizard at the beginning of their journey. There's literally nothing else like them. So while they're certainly powerful, they're hardly commonplace (like wands of cure light wounds so often are). I recognize the issue described above could probably be more easily resolved by simply increasing the cost of wands or making their supply scarce (or both), I doubt my players would have liked that very much. It's also a solution that, frankly, bores me. Coming up with an alternative is more fun for me and (hopefully) less frustrating for the players. I hope my explanation answers the questions some of you have raised. In retrospect, I probably should have left out those sentences about the setting in the first post. I'm not here for feedback about the setting. I'm specifically here for feedback on these amulets as an alternative to wands of cure light wounds. I am concerned that my original idea for the amulet is too powerful. What if, for example, it could be used a number of times per day equal to 3 + 1/2 the character's level? Fewer uses means it wouldn't scale as well, but maybe that's a good thing? ![]()
![]() Magic items aren't commonplace in my setting. You can't go to the corner magic shop and buy a wand of cure light wounds. That said, I do want to provide the players with a reliable source of healing. Since they already have magic amulets which boost their AC, I'm thinking of enhancing them to possess healing magic too. A single use of the amulet would heal damage equal to the PC's Hit Die plus their Constitution modifier. For example, a sorcerer with 14 Con would heal 1d6 + 2. A paladin with 16 Con would heal 1d10 + 3. Each amulet would have a number of uses per day equal to the character's level. What do you think? I want the amulets to be weak enough that cure spells and such are still valuable, but powerful enough to be useful. Thoughts? ![]()
![]() One of my players has taken the Sacred Summons feat. Is there a table somewhere that explains which monsters can be summoned according to aura? Because I've looked closely at the feat and still don't really get it. If no such table exists, can someone please just tell me which monsters a cleric with a NG aura can summon? What about LG? CG? ![]()
![]() Thanks, Smallfoot! I definitely don't intend to railroad the players, simply put them in this situation and see how they react. One thing I'd love some advice on is how to handle so many enemies at once. I anticipate there being at least a dozen goblins per wave, but keeping track of them all and rolling individually for each attack sounds like a headache. I want this to be a fast-paced, exciting seige, but it has the potential to be monotonous. ![]()
![]() I'm preparing an encounter where the heroes are besieged by seemingly endless waves of goons as they sit trapped in an old abandoned fort. Think John Carpenter's "Assault on Precinct 13" (1976). The party is comprised of a battle cleric, an urban ranger, an alchemist and a sorcerer. They're all level 3. I could use some pointers for designing such an encounter. I want to attack them in droves, but I don't want the goons to be too weak to pose a threat or too strong. Monster recommendations would be great. I was thinking good old-fashioned goblins, but I'm open to other ideas. I was also thinking the first wave would be all ranged attacks. The party would receive partial cover in front of windows and full cover behind walls and tables and such. This wave is mainly supposed to spook them, but it will probably result in the deaths of some NPCs too. The second wave is when things get hairy. The goons advance on the fort using wagons for cover, and once they're close enough will attempt to enter through every opening available. The party will need to defend the doors and windows from scores of goons. The waves keep coming and from there it's up to the party to either find a means of escape or lure the goons into a concentrated area and wipe them all out with an explosion or something. If you've seen the film you know what I'm talking about. So, yeah, the idea sounds fun in theory but I don't know how to properly execute it. Any advice would be great! ![]()
![]() What do you think of this cantrip? I imagine it would be a fun spell for a bard to have handy. "Available for Birthday Parties & Bar Mitzvahs!" Create Business Card
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![]() Posted this previously, but I'm hoping it may get a little more feedback with its own thread. I'm playing an arithmancer, or what the common folk call a "mathemagician". In short, the character has discovered the "rules" that govern his world. With an abacus and a bag of seven magic dice, the arithmancer bends these rules to suit his ends. While exploring the concept, I concluded that it would be weird to play a wizard who's all about math without acknowledging the math of the game itself. Hence the "Numerical Sight" power. Mathematical Mist was taken from the Crystalline Dust Form ability Axiomites possess: Arithmancy Associated School: Transmutation. Replacement Powers: The following school powers replace the telekinetic fist and change shape powers of the transmutation school. Numerical Sight (Su)
Mathematical Mist (Su)
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![]() Thanks for the commentary, Ross Byers! I hadn't heard of Erfworld before. It sounds funny! Excaliburproxy wrote: I think your idea is goofy, but fun. It reminds me of that old cartoon Action Man. I think it can be a cantrip as long as you also limit it to once a day. Then there can be a level 1 spell that lets you try a second time, maybe? And perhaps not let it target creatures. Or have another spell that lets you use knowledge engineering instead of other knowledge checks to identify monsters. You don't want entirely destroy the main uses of the knowledge skills, after all. Replicating those should be more difficult. Thanks, Excaliburproxy! I agree that this spell has the potential to trivialize knowledge skills. However, it would be used to obtain information that regular knowledge skills cannot. It does make Knowledge (engineering) much more useful though. Maybe, instead of using Knowledge (engineering), the spell could use Knowledge (mathematics)? That way, you have to invest in an otherwise pretty useless skill to make it work. I decided to repackage the spell as a spell-like ability to limit its daily use. Below is my take on the Arithmancy Focused Arcane School. Mathematical Mist was taken from the Crystalline Dust Form ability Axiomites possess: Arithmancy Associated School: Transmutation. Replacement Powers: The following school powers replace the telekinetic fist and change shape powers of the transmutation school. Numerical Sight (Sp)
Mathematical Mist (Su)
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![]() Cyrad wrote:
I agree that the spell is metagaming, but I think it could be fun with the right group and GM. When the idea of an Arithmancer occurred to me, I concluded that it would be weird to play a wizard who's all about math without acknowledging the math of the game itself. It can certainly be done, and doing so is probably the safer route, but exploring this idea was too amusing to resist. Metagaming aside, I would love to receive any and all feedback on the spell itself. Thanks! ![]()
![]() Thanks for the feedback, Dave Justus! I recognize that the Pathfinder system is meant to simulate a much more complex world, but I was tickled by the idea of a character who "knows" the rules. In the game itself, I imagine the character's belief that the universe is governed by a "system of numbers" would be viewed as harebrained nonsense. I agree that fluff is a huge part of executing this concept. A lot of spells enable you to "change the math", but nothing lets you literally "see the math" the way I'd like this character to. The spell feels a little too powerful to be a cantrip perhaps, but I can't see myself devoting a 1st level spell slot to it either. It's also worth noting that Deathwatch applies to all creatures within a 30 ft. cone and lasts 10 min./level, so Numerical Sight would be much more limited in area and duration (though much more versatile in its applications). It doesn't require a Knowledge check either. One option could be to make it a first level spell, but allow the character to craft a wondrous item that enables him to use the spell constantly, like Deathwatch Eyes. I'm also considering an Arithmancy focused arcane school. It would change the powers granted to the Transmutation arcane school. Numeric Sight would replace Telekinetic Fist, so you could use it a number of times per day equal to 3 + your Intelligence modifier. ![]()
![]() I would like to play an arithmancer, or what the common folk call a "mathemagician". In short, the character has discovered the "rules" that govern his world. With an abacus and a bag of seven magic dice, the arithmancer bends these rules to suit his ends. Kinda metagamey, I know, but I think it could be fun! There's one ability in particular I would like him to have, but I'm not sure how powerful it is. I want him to be able to "see the math" around him. Currently, I've written the ability as a cantrip: Numerical Sight
The spell was loosely inspired by the Numerologist regional trait. What do you think? Is this a cantrip? A 1st level spell? A 9th level spell? Maybe it should be an arcane school power? It could be fun to create a focused arcane school based on Arithmancy. Would you allow a spell like this in your game? ![]()
![]() I've narrowed it down to Alchemist, Witch, and Wizard. To be honest, Alchemist is the class I'm least enthused about. The mutagen and bomb features don't appeal to me much, so I guess I've narrowed it down to Witch and Wizard. My main goal is I want to be a master brewer, making the best Dwarven Fire Ale in all of Golarion! I want to pump my Craft (alchemy) skill through the roof! I presume an Alchemist is the best class to accomplish this with, but what's the second best? Witch or Wizard? ![]()
![]() I'm writing a campaign where the player characters are construct/undead creations designed to enforce the law in a large city. Think Reno 911 meets RoboCop meets D&D. Problem is, I'm having trouble finding a simple construct or undead template the players can apply to their characters without altering them dramatically (like no Con score). Any recommendations?
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