From Telekinetic Blast wrote:
You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast's damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn't use any of the magic weapon's bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage).
Hopefully a simple enough question about Telekinetic Blast. I know a blast using a magic weapon doesn't use any of it's bonuses and effects, but does the blast count as say silver if you used a silver weapon or ammunition?
Visually, I'll be using metal sling bullets anyway.
Testament of Pharasma
Once per day the testament may be affixed to the ground. The gravestone then counts as a permanent fixture dedicated to Pharasma for the purposes of consecrate and spells that require such a fixture. This placing is activated as a standard action that does not provoke an attack of opportunity.
An affixed testament of pharasma grants you total cover similar to using a tower shield for total cover; you choose the gravestone’s facing as if using a tower shield when it is placed. The gravestone is removed from its position as a move action using the command word, but otherwise remains affixed indefinitely.
This is what I submitted this year. I think this was the final draft that went in, but it has been a little while. I'm curious about what people think of it.
Drowned Ferryman (Inquisitor)
Drowned: Drowned ferrymen only dedicate themselves to a deity who offers the water domain or its sub domains. The ferryman may still choose any of the deity’s domains.
Spells: A ferryman adds these spells to her spell list as spells of the indicated spell level: 1st —undine’s curse, 2nd —slipstream, 3rd—water walk, 4th—nixie’s lure, 5th—suffocation, 6th—vortex.
Hold Breath (Ex): At 1st level, a ferryman can hold her breath for a number of rounds equal to 4 times her Constitution score before she risks drowning or suffocating. This ability replaces monster lore.
Submerge (Su): At 2nd level, a ferryman can as a free action for a number of rounds per day equal to her inquisitor level, gain a 20 ft. swim speed. These rounds do not have to be consecutive. The ferryman also gains the standard +8 bonus on Swim checks and may take 10 on Swim checks even while distracted or endangered. The ferryman can use the run action while swimming, provided she swims in a straight line. This ability does not grant any ability to breathe water. This ability replaces detect alignment.
Out of your Depth (Su): At 5th level, while within 30 ft. of a ferryman, creatures halve their capacity for the number of rounds that they may hold their breath. Their capacity returns to normal when they
Breath Shift (Sp): At 9th level, a ferryman may alter creatures who breathe water. As a standard action, target creature touched is able to breathe air. However, they can no longer breathe water for a number of minutes equal to her inquisitor level. Creatures that can already breathe air still lose the ability to breathe water. Creatures may make a Fortitude save to resist (DC 10 + 1/2 the ferryman's class level + the ferryman's Wis modifier). The ferryman can use this ability a number of times per day equal to her Wisdom modifier. This ability has no effect on creatures who do not breathe. This ability replaces the teamwork feat gained at 9th level.
Driftwood (Su): At 14th level, a ferryman gains freedom of movement as a continuous spell-like ability. This ability replaces exploit weakness.
Great guys, all quite helpful. Is there any word whether we former alternates can post our archetypes? I just don't want to step on anyone's toes or take away too much attention from the top 16 at this point?
I've always loved the flavour of both the Norn and the Moirai. I was excited to see that they had part to play in the Lands of the Linnorm Kings. I'm generally conservative enough with pricing, so I may try to take a few more chances with price in future.
Cheers Anthony, have at it. I would still love to see the judges feedback on things. To peek behind the curtain a little. :)
I think this was the final revision of my item.
Mike Kimmel wrote:
Cheers Mike, I'll still work away at some monsters and whatnot. :)
Joshua Kitchens wrote:
Argh! I was wondering why the kitchen was so warm and why there were vagrant children in my house.
I’m from Dublin in the Republic of Ireland and currently living in the university town of Maynooth. I’d like to think I’m typical of Irish gamers and love the social aspects of gaming (read this as pints/pub).
I’ve been playing RPGs since the tender age of 13 and been GMing for not quite as long, but close to it. I adore devouring setting material and have a great fondness for the old D&D Planescape and Ravenloft settings.
I have entered RPG Superstar in the past couple of years and am excited to get as far as an alternate. Good luck to everyone, I really like archetypes and will be glad to see 32 new ones.
Jeff Lee wrote:
I loved the image of the dancing pig in the middle of a dumbfounded crowd. Possibly in a barfight. I thought it would make a great feather token.
Having read ahead (if the series stays on course) the character interaction, complicated themes and sub plots do not come up short. The fantasy elements are minimal, beyond being in a imagined kingdom and the violence is generally appropriate. Family issues and greed are themes that don't get old because they are always with us.
Any opinion guys?
Sean K Reynolds wrote:
Thanks for the feedback guys. I will try to aim for some less plain for next year.
I wish you luck with getting through the rest. :)
Many thanks for this.
The Journal of Pernicious Replication
Aura moderate transmutation; CL 5th
This unassuming and scuffed journal appears as a log of accounting transactions, such as a store ledger or a tax auditor’s record. Once per day, when this journal is placed in contact with another document and the command word is spoken, the content of the journal changes to that of the document touched. The cover and shape of the journal remain that of the mundane log or ledger. The user may erase (as the spell) all or part of a document they have just copied. This does not allow the copying of scrolls, spellbooks or other magical texts and such text results in garbled content in the journal. The erase effect cannot affect magical text unsuccessfully copied. The journal can copy up to 400 pages of text and illustration before reaching its capacity. Copying a document requires a standard action which does not provoke an attack of opportunity. You may return the journal to its original state by shaking the journal roughly and speaking the command word as a standard action, this removes all copied content from the journal. The journal is favoured by clerks and spies for copying important texts quickly.
I'd say Monte Cook's Ptolus setting might give you a good idea of the economics.