Per Archives of Nethys (quoting page 8 of the Inner Sea NPC codex), silver Aspis badges are worth 25gp.
Gary Bush wrote:
Thanks Gary, you must be right. I found a reference that in the Third Period of the Jistka Imperium they switched from genies, efreet and shiatan to daemons, devils and demons to power their golems. This does indeed help! Hopefully I can relate the same to my players. Thanks again!
HELP! I'm running this in a couple of days, and I could really use some help understanding one of the basic premises of this scenario... The first half of the Jistkan ruin is disguised as Taldor ruins. This makes sense. But then why is the second half of the ruin clearly Chelaxian in nature? And then the very last room is strictly Jistkan. Why would there be a full-blown Chelish temple in these ruins? And who set it up? When? I thought it might be Athenaeum archaeologists, or the Aspis Consortium, but not only does that undermine their narrative, but it's too well done -- after all, the first two rooms are rife with inaccuracies and obvious forgeries. So how can they have a fully functioning diabolical temple? To confuse matters even more, the four "keys" to the temple have been there for a long time and some don't match their diabolical nature... -- The bottom of a dry well (been there for a long time)
In summation, why are there monuments to devils in a Jistkan ruin that appear to have killed Chelaxian soldiers? Did the ancient Jistkans worship devils too?
surfbored wrote: I'm running this in a few days and I just realized that there's no description as to where the 3rd part of the manuscript is. There's an implication in the Mission Notes of M2, but I couldn't find anything else. Anyone know? Never mind, I found it. It's listed in the gear for the 7-8 tier, but was left out of the 10-11 tier gear.
Mosaic wrote: ... Lots of great information... I wish I had read this comment/review BEFORE buying this pack. What I needed was sea caves, what I got was sea tunnels. Drat! Just one tiny cave isn't enough, and where's the transition to dry land? How is this supposed to join with other tunnel maps? The quality is still great, but the content is questionable.
My short list of favorites, just to give some credit where credit is due... Testament of Pharasma: Useful mechanics, great writing.
The notes probably aren't very helpful. They were just what I was thinking during the voting.
Joel Flank wrote:
I upvoted this item more than once. Not until I had to get nit picky did I worry about a couple of errors... - "Moderate" should not be capitalized.
These forced me to down vote, but only when the competition got really heated. All in all a great item.
faxmachineanthem wrote:
As a first entry, you should feel proud. The only thing I found "wrong" with your item was the name. It made me think of a comic book amalgamation rather than a cool bow. It might not have made the top 32 because the power is a bit too straight forward - it shoots better. Not much of a surprise there. Solid writing and good template use though. Enter again next year!
Covent wrote:
I would say you got more things right than wrong on this entry, IMHO. The theme and writing were cohesive, although there were a few things that bothered me... - "Softly warm to the touch" is not how I want my greatswords.
Despite these problems this entry got at least one upvote from me.
Atavar wrote:
There were a couple of little things that bothered me about this entry. - no need to put the threat range.- putting the uses per day in parens. - requiring seven spells in construction. But they weren't the real problems as I saw them. For me, the "insta-kill" nature of the item was a turn off. And why would I want to store the soul and then pass it to someone else? Perhaps if it was focused on a creature type it would've been easier to justify in my mind? Finally, it was difficult for me to reconcile the soul stealing with the body healing. Does it store souls, or does it store bodies? Both apparently. For these reasons, this item did not make my keep list, but it wasn't terrible by any means.
Thank you in advance! Glove of the Severed Servant Aura faint necromancy and transmutation; CL 5th
Description
The disembodied hand scurries about freely, using the statistics of a crawling hand (Bestiary 2 59). The wearer directs the hand telepathically, instructing it to perform typical actions including; attacking, making a skill check or retrieving an item. The hand continues this action until given another command. A touch spell can be delivered by the severed hand if the spell is cast before the hand detaches. If the wearer casts another spell before the touch is delivered, the touch spell dissipates and is lost. The severed hand may reattach at any time by simply returning to the wearer's space. Should the disembodied hand be killed or travel further than 1 mile from the wearer, it immediately reappears on the wearer's wrist unharmed. However, the gauntlet loses all magical abilities for 24 hours, becoming a normal spiked gauntlet during this period. Should the wearer be killed, the detached hand becomes an actual crawling hand, reattaching to the wearer only after it is reduced to 0 hit points. Construction
Liz Courts wrote: It took some digging, but I found a super-handy post with a lot of fantastic information on map-making in general. Thank you for sharing.
Cthulhu_DMs wrote:
Your avatar made this statement even creepier! If I do have a stalker, they can come out now, "olly olly oxen free"!
I finally found the item that closely mimics my entry; and it's actually pretty good. Perhaps I'm just biased? Anyway, it got my vote. Now if I could just come across my submission. On a side note, I'm always shocked when two items are so incredibly close to one another, yet the authors have never even spoken before. What are the odds, especially considering it has happened to me three years now?!?
Can anybody tell me if the reprinted set fixes the Pinned condition error? The old cards stated that a Pinned creature is flat-footed, which is verifiably false. Thanks!
Diego Valdez wrote:
Thank you! That's some awesome customer service!
If you still have the time and willpower to do these, I would really enjoy getting your take on my item... Bonewarp Chain:
Bonewarp Chain
Description
With a swift action, the wearer's head spins freely upon his neck, undulating from one shoulder to the other. This effect grants the wearer All-Around Vision (Bestiary 2, page 294) until the start of his next turn. The wearer's limbs shift and rotate around his torso as if unanchored, providing a +4 enhancement bonus to his CMD. Furthermore, with a move action, the wearer automatically frees himself from the pinned condition. Humanoid creatures witnessing the armor's disturbing ability for the first time must make a DC 12 Fortitude save or become sickened for one round. Regardless of the result, the creature is immune thereafter. Construction
Thanks!
Frankly I thought there were a lot of really good items this year. Here is my list of favorites (not including my Bonewarp Chain, as requested), in the order I saw them... Widow’s Web – 157 Words, Net (Near perfect, wish I had written it.) 10/10
If any of the designers of the above items would like me to elaborate, just send me a message with your item and I'll try to recall my original thoughts. Kudos to all!
I know it's a little late for critiques at this point, but if someone is still out there doing them, I would really appreciate getting your opinions. Thanks in advance. Bonewarp Chain
Description
With a swift action, the wearer's head spins freely upon his neck, undulating from one shoulder to the other. This effect grants the wearer All-Around Vision (Bestiary 2, page 294) until the start of his next turn. The wearer's limbs shift and rotate around his torso as if unanchored, providing a +4 enhancement bonus to his CMD. Furthermore, with a move action, the wearer automatically frees himself from the pinned condition. Humanoid creatures witnessing the armor's disturbing ability for the first time must make a DC 12 Fortitude save or become sickened for one round. Regardless of the result, the creature is immune thereafter. Construction
------------- Having posted my own item, here are the items I saw that I really enjoyed, with a short comment and rating for each. Widow’s Web – 157 Words, Net (Near perfect, wish I had written it.) 10/10
Overall the quality is up this year, although there are clearly some entries from people that did not read all of the rules first. Here's my "redacted" favorites so far, with scores...
This list is bound to grow! Kudos to all who entered this year.
Starglim wrote:
The imagery of this item is nice, but the item itself is a bunch of existing abilities tacked on to one another. Then the addition is the inclusion of a divination spell, one that most people hate. The GM has to come up with something on the spot or make it so generic that the players are disappointed. You should also watch out for run on sentences. +1 for using "runnels" though, an excellent word, used well.
Garrett Guillotte wrote:
I kind of like where this was heading, but there are a couple of places that give me pause... The name is past tense, as if the sweeping happened to the arrow, not that the arrow will do the sweeping. I can see why you would want to avoid calling it a Mindsweeping Arrow though! I found the opening line to be clever, you almost didn't need the second half though. Why a command word? Just fire the thing. Then you can also avoid the awkward phrase of wielding an arrow. The main power of this item is neat and a real headache at the same time. As written there is too much open to interpretation. See if you can instead tie a spell (confusion) or a condition (dazed) to the effect. In a home game I might be willing to wrestle and argue with a player, but at an event, this item would frustrate one or more of us. Don't let ammunition be recovered. It feels like a cheat. Price it right and then let the players make the hard choice of using it or not. Bottom line, some good stuff with room for improvements. Looking forward to seeing your submission.
Rusty Ironpants wrote:
First, I have to agree with you on the name, Wizard's Staff is about as generic as you can get. :) This is where you make your first impression on the reader, don't waste the opportunity to hook them. After that, your opening starts a bit weak. Instead of saying "If a wizard", say "When a wizard" and continue with an active voice from there on. Later on, you repeat yourself regarding the bonding of this staff - combine these lines. Honestly, it doesn't really grow in interest from there either; so, everyone gets to cast more spells... Who wouldn't want that? But does it show off your creativity? I don't think so. Lastly, you put the limitation of needing to have the spell normally available already, but since this only applies to 3 zero level spells, why bother with this pseudo-restriction? Frankly, you were wise to leave this one on the drawing board. Fingers crossed your submission is head and shoulders above this one.
While we're waiting for the voting to start, here is my "runner up" item... Rod of Hounding Spells
Description
Spells cast by the wielder negotiate obstacles of their own accord, eagerly seeking out targets. Any spell cast with the burst area descriptor is instead treated as a spread effect and, when saving against a spell's effects, targets gain no benefit from any cover less than total cover. In addition, the wielder may shape his spells to exclude areas within the spell's area of affect. In so doing, the caster designates a number of 5-foot squares up to the caster's Intelligence, Wisdom or Charisma modifier (whichever is greater). The magic twists away from these designated areas, leaving them unaffected by the spell. When not used to augment spells, this rod strikes as a +2 defending club. Construction
quibblemuch wrote:
I'm putting this in a game just to make people say "Loot Lute" out loud over and over again. I may even pair it with a "Shoot Chute" (a barrel extension) and a "Route Root" (a piece of a tree that draws maps in the dirt). Thanks for helping me torment my players! Woot woot.
Le Petite Mort wrote:
Clever approach! The see no evil monkey needs to be smoothed out a bit, but I like the overall gist of these. I might have also made all three monkeys in the same necklace, but the monkeys rotate to reveal one at a time. Maybe. I think you have a good knack for this. SB
David S. McCrae wrote:
Assuming you wanted feedback... Consumables that offer resistances don't do much for me, although the details surrounding them did make them more interesting. What I really enjoyed was your writing style. There are a couple of places where I think you could have pared down your description, but overall it was an enjoyable read. There are some template errors that need to be addressed as well: Avoid using special characters like your 1/4 fraction.
In short, this would likely get some up votes, but the top 32 would've been safe. :) Looking forward to seeing what you submitted this year. SB
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