Losing items


RPG Superstar™ 2008 General Discussion

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Patrick Walsh wrote:
Benoist Poiré wrote:

Syringe of Retribution

Creeeeeeepy!

I think the issue is that the terms of the bonuses and penalties are nebulous and subject to interpretation. Additionally, this is clearly something only the villains would use. this seems to put it in the plot device category and is probably what cost you.

Thanks for the comments! I don't necessarily agree that only villains would use the Syringe of Retribution, even though the flavor would make some PCs think twice before doing so. Which was the intent, clearly.

I wanted my item to be able to serve to a PC group but also serve as a plot hook for a DM. For me, as a DM, the best magic items allow me to create encounters, situations, even adventures around them. They trigger imaginations of players and DMs. It seems that the judges thought about the use of the items by PCs first. That is a fair point of view!

I had a whole backstory for the item that couldn't make it due to the word-count: These syringes were used by the envoys and representatives of Karzoug, the Runelord of Greed (in Thassilon - cf. Pathfinder) to check on the loyalty of his most trusted servitors and advisers. The recipient was injected in public. It was done during a ritual similar to the ordination of a knight in our world, during times of peace at least, or on behalf of the Runelord just before the charge on the battlefield. In Ptolus, this would have been an item in use during the Ghulwar. And so on.

I agree on the nebulous part of the terms, particularly the curse effect. I should have spelled it out: this is a curse. It can ONLY be taken off by spells that counter/cure a curse. I hesitated on allowing a Will Save on it, but didn't, knowingly. This was an "old-school" move on my part. This probably added to the confusion you're talking about.

Scarab Sages

Timault Azal-Darkwarren wrote:

After seeing the winners and reading some of the comments here's how I would edit it:

Mask of the Sea-Reavers, Eagle revised

** spoiler omitted **

The revised version fixes the problems I was going to comment on.

Scarab Sages

I hope to have time to read all of these. The judges clearly had some difficult choices to make.


Starglim wrote:
mark davenport wrote:

here is my item please comment if you would like.

** spoiler omitted **
I count 301 words. Thanks for playing!

I believe the person wanted a critique of the item itself, not someone to count his words. Therefor, your post was simply rude and did not help anyone. Thanks for playing!


jraynack wrote:
Otter77 wrote:


I agree on both accounts. Truthfully the item is modeled after the strand of prayer beads and both the mentioned keys are included to help with doors that might be trapped.

As for the pricing, sadly I forgot to multiply by CL & spell level, which would price my item more appropriately.

Pricing aside, that is a good item to model it after - maybe dispel is usable only once, then becomes inert (like bead of summons) or if used to unlock a door it has a chance to dispel magical traps enchanted on just the door (this way, it limits the versatility of dispel magic and doesn't prevent traps protecting the area in front of the door).

Either of those suggestions drops the price significantly. Like I said, it needs some tweaking. Maybe someone can start a tweak item thread to make these "losing" items winning ones.

Definite possibilities. This item actually spawns from a campaign in which no one wanted to play a rogue. We had a scout to detect trapped doors, but no means to get by them. I initially was thinking of having the item grant the pick locks as a class skill, but I was afraid that was too powerful and was uncertain of how to price it.... perhaps I should have gone with that and tied it to a wish or miracle spell.


xdahnx wrote:
Greylan's Gentle Grapple

This item completely takes away from the fear of falling, being split up, spending the night in a dungeon, etc.

While I can see the appeal from a player's perspective I can see DM's hating it. Besides, if a villain has it she can always escape prison, a grapple, a hard fight, etc.

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

swirler wrote:
Starglim wrote:
mark davenport wrote:

here is my item please comment if you would like.

** spoiler omitted **
I count 301 words. Thanks for playing!
I believe the person wanted a critique of the item itself, not someone to count his words. Therefor, your post was simply rude and did not help anyone. Thanks for playing!

Easy, big fella. Swirler's point is perfectly clear: most people want to know why they aren't Superstar and this submission starts by not following the rules. While I'll comment on any item that might want a suggestion for why it didn't measure up, I don't care to spend time on items that had no chance. Maybe on a different thread asking specifically.

Responding to perceived rudeness with unequivocal rudeness: not the way we want to go, right?


OK everyone -- I'd appreciate any feedback on this item. I know for starters that it fit into the judges bad stereotype of a travel based item. Also, after comparing it to the 32, I can see that it was not nearly as high on a "Wow! That is some crazy s#$%!" factor. I was going for useful and practical and I thought the bedroll angle was a good one. What do you think? Was I even close in price? Is it something that the characters in your campaigns would want? Be as harsh as you like. It's all good.

Bedroll of Bowered Dreams

On command, this bedroll allows a single person within it to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs as the spell tree shape. The effect can be utilized once per day and lasts 8 hours.

Highly prized by wilderness adventurers of all classes, this lightweight and well-crafted item serves as a means of protection during the time when they are often the most vulnerable: during their sleep.

Upon inspection, the bedroll of bowered dreams proves to be distinct from the myriad varieties of bedrolls available to adventures in two ways: it is crafted solely from plant fibers such as cotton, linen, hemp, etc. (which a close inspection by one knowledgeable about fabrics will reveal) and all examples of the bedroll found to date have had their outermost layer either embroidered or dyed with leaf patterns depicting a wide variety of tree and shrub species.

Moderate transmutation; CL 8th; Craft Wondrous Item, Tree shape; Price 6,000 gp. Weight 4 lbs.

Scarab Sages

Robert N. Emerson wrote:

Okay, as I've now seen that I was not selected, as well as the quality of the work that beat me out, I figured I'd share my submission (especially now that I see Erik OKed it).

Here is the Varisian Climbing Scarf, enjoy and comments are more than welcome.

Varisian Climbing Scarf

Second, the owner of the scarf is able to anchor either end of the scarf, or both ends, to vertical and horizontal surfaces, such as walls, ceilings, ramparts, or columns. This anchoring can be broken by either making a DC 24 Strength Check or by attacking the scarf’s integrity versus a hardness of 10 and 12 hit points. If used as a climbing harness the owner can climb like a spider, but only from their hands which hold the ends of the scarf.

Last, the scarf can be commanded to glide or bound in any direction by the owner so that it may secure its self upon a desired surface or about an object or objects. The rate of movement for the scarf is 10 feet per round.

The "second" part is vague, particularly the "climb like a spider, but only from their hands which hold the ends of the scarf" part. What exactly does this mean?

The gliding part side-steps the need to accurately throw the end to a desired anchor point, which makes it kind of twink-ish.

Overall, how is this different from a rope of climbing?

Legendary Games, Necromancer Games

We thought about that scarf for a bit. It was a fun item.

Legendary Games, Necromancer Games

Kyr wrote:

Probably not the best item I've ever churned out but I thought it was cool. I am posting it here in the event someone finds it useful for their game (and to inspire everyone to learn a little about Persian carpets - which truly are works of art).

Prayer Rugs of the Family Arahkshah

Crafted by the Arahkshah family for generations these exquisite knotted carpets would be valued as treasures worthy of kings even without the enchantments woven into them. Divine spell casters that kneel on these carpets while praying for their daily spells find their healing magic (and their healing magic only) is charged with a special potency, maximized as by the feat. Unlike the feat the level of the required spell slot for spells maximized by the rug remain the same. The prayer rug can only be used once per day.

Strong Conjuration (Healing); CL 16th; Craft Wondrous Item, Maximize Spell, heal 50,000 gp; Weight 5 lb.

Really liked the item. HATED the name. This one hung around in consideration for a long time. In fact, it made the top 71.

Sovereign Court Dedicated Voter Season 6, Star Voter Season 7

Patrick Walsh wrote:
zylphryx wrote:

Can't locate the original document, so this is me running from memory (or as close to it as I can get):

Sage's Archive

Needs more crunch to explain what level of bonus is appropriate for how much info. There should be some way of tying what has been entered into the Archive with what skills get bonuses. This can get complicated and probably lead to not making the cut - not enough constraint/guidelines.

Thanks for the feedback Patrick.

The initial concept was trying to translate a mesh of a web search and Cliff's Notes to D&D. But yes, after I submitted it, I really began wishing I had gone a slightly different route for the bonus, but with the word limit at 200 (it ended at 192, if memory serves), I would have gone over the top by a bit. Additionally, I also, in retrospect, should have included the possibility of no bonus. Here's what I had been thinking of shortly after clicking submit:

0 texts yields no bonus (pages remain blank - ie - error 404)
1-10 texts yields bonus range +0 - +1 (1d2-1)
11-25 texts yields bonus range +0 - +2 (1d3-1)
26-50 texts yields bonus range +0 - +3 (1d4-1)
51-75 texts yields bonus range +0 - +4 (1d5-1)
76+ texts yields bonus range +0 - +5 (1d6-1)

As what is basically a traveling Sage's dream, the texts held within an Archive would invariably touch on a wide variety of subjects (heck, pulling in the equivalent of Encyclopedia Brittanica would fill 20 or so slots, giving a large range of info in and of itself, but not give the upper end of the bonus range).

Oh well, there's always next year ... and the other concepts that I axed this go 'round.

Scarab Sages

If I may, might I ask what you guys thought of my item, the Ring of Quicksilver Planes?

Was it too common, a typo or somesuch.

Just a question.

Scarab Sages

jraynack wrote:

Well, here is mine:

Belt of Heroic Action

** spoiler omitted **

It is a "catch all item" (which probably led to its dismissal), but I do like the Action point mechanic and wanted a way to implement that idea in a non Action point campaign. Furthermore, I thought the randomness of a d6 would downplay the "catch all" aspect. Anyway, that is where the idea began.

This is the second "belt with powering up charges" item I've seen. I think what cost you was bringing in the Action Point mechanic into a non-Action Point game - it breaks the styles. If a GM wants to use action points, just use them.


I was thinking about the evaluation of my item and couldn't quite figure out what might be wrong. But thanks to this thread I may have discovered it. Do to lack of comments on my item (posted way at the start of the thread) maybe it was just too...too...blah. There i said it.

In case you missed it...

Wheels of the Vagabond: This set of wheels consists of four iron-rimmed wooden disks, each about the size of a standard buckler. When the command word is spoken and the wheels placed on opposite sides of an unattended inanimate object no larger than a typical wagon (250 cubic feet; 400 lbs.) the wheels enlarge to 5’ diameter, lifting the object from the ground, to create a magical transport. The new “wagon” functions as if being pulled by two heavy horses but requires only the concentration of the user. The user need not ride on the “wagon” but must maintain line of sight. A second command causes the wheels to reduce to their normal size and be easily removed.

Moderate Transmutation; CL 11th; Craft Wondrous Item; mending, animate objects; Price 20,000 gp; Weight 5 lbs (per wheel).


Scarab of Weal and Woe

This beetle-shaped amulet bears depictions of the strands of fate, fortune, and destiny. As an immediate action before making a saving throw, the wearer of this scarab can activate it to gain a +20 luck bonus on that saving throw. Thereafter, the user suffers a -20 luck penalty on all subsequent saving throws, and he cannot activate the scarab again.

This penalty to his saving throws persists until after the user has made, successfully or not, a saving throw with a DC at least as high as that of the initial saving throw, at which time the luck penalty ends and the wearer may once again activate the item.

Attempts to fool the scarab by intentionally suffering harmless or inconsequential saving throws do not work. Removing or discarding the scarab does not prematurely end any of its effects. If a remove curse spell is cast upon it, it becomes nonmagical and worthless.

Faint abjuration and divination; CL 5th; Craft Wondrous Item, augury, resistance; Price 1,000 gp.

* * * * *

Any comments are appreciated.

If anyone's interested enough in it to see my design diary on the item, it's posted on my blog -- it's a bit longish so I didn't want to paste it here.

Cheers,
Roger

Scarab Sages

TheMetal1 wrote:

Jacque’s Seed of Giant-kind (Cloud Giant)

After reading and reviewing the other posts/submission and having time to think about it here is my own brief after action review. I realized I violated the SRD requirements multiple times, didn't explain the control weather, left out details i.e. what if it was planted in the underdark; and it may be more of a plot device than something useful to the PCs. Enjoy.

Agree with your self-analysis. Plus, it's the beanstalk from Jack and the Beanstalk. Derivative = drop from list.

Now if that is what I wanted, this is a good write-up of that.

Scarab Sages

Small Attention Span wrote:

Ring of Quicksilver Planes

This is a ring, putting it in the wrong category. Also, a 3x per day planar gate that is highly mobile and easy to hide is a bit much. Finally, need to specify the spell requirements.


Patrick Walsh wrote:
Agree with your self-analysis. Plus, ...

May I just say, you're doing yeoman's work on this thread, Patrick. It's appreciated.

Scarab Sages

B_Wiklund wrote:

Well for posterity:

Rigalto’s Hurdy Gurdy

I'm sure the background overload was one of its fatal flaws.

Agreed - too much fluff not enough explanation what it does and what its limits are (that is, how often). Plus the DC seems mighty low.

Scarab Sages

ancientsensei wrote:
Erik Mona wrote:
Feel free to post your non-advancing items in this thread. We don't mind.

Well, since the Man Himself has said so, I'll post mine. I welcome any input, especially from designers, but I expect the judges will decline since that request cannot fairly be made by everyone:

Prescience Pillow

Does too much and makes exploring not a hassle. Not any bounds or guidelines on how much trap info they get and the +2 bonus lasts too long and appears to be stackable, that is, on day 7 I can have a +14 stacked up and ready to use.

Scarab Sages

Valmiras wrote:

I guess several of us had cephalopods on the brain...

Cuttlefish Clasp

(too much backstory is one fault)

Possibly also too busy. I like it though and would use it in my game. In fact, I think I will...

<_<
>_>

Scarab Sages

Derek Becker wrote:

This isn't exactly what I submitted. I couldn't find the file with the final version, so this is reconstructing it from my notes.

Trollheart

There is also one practical issue - it will "pass" in a day or two naturally. Or cause a blockage, which would be unpleasant in so many ways...

Scarab Sages

Fax Celestis wrote:

Hooray! I've gotten the text to my item. Here it is:

Earring of Larceny

Plus it does way too much for free (+2 competence bonus, silence, invisibility, knock, nondetection, AND it does not radiate magic or require verbal command words). Make all the spell effect cost charges and remove the mindreading part and you might bring it under control.


Patrick Walsh wrote:
deClench wrote:

As self-conscious as I'm currently feeling, I do want to grow as a writer and designer. So, here is my entry.

Second Thought
** spoiler omitted **

All comments are welcome.

-Scott

What's it based on?

Sorry, I don't follow.

Are you asking if there is a precedent in the game for the increasing intelligence? Not that I know of.

Are you asking if there is something similar from myth or literature on which it was modeled? Again, not that I know of.

-Scott


Serpent wrote:
Murderbloom

Dude, this is my kind of item, though I can definitely see it stereotyped as a plot device. Also perhaps some clarification of the spider stats would be in order. Awesome concept though! Excellent entry.

Matthew Shelton wrote:
Smirk’s Periapt of Inerrant Travel

Sounds like an ok item, though nothing about it stands out for me. I get the feeling there are several items out there that do these sorts of things.

chopswil wrote:
Boots of Stinking Retreat

Sounds useful, if inglorious. ;-)

Timault Azal-Darkwarren wrote:
Mask of the Sea-Reavers, Eagle

Solid idea, though it sounds like definitely too much backstory for what they wanted. Price seems a tad high; an arbitrary lowering might be in order.

Rookseye wrote:
Earhorn of Odd Ability (Audibility)

Clever pun in the name, but I'm not sure that earned you any points. I like the description of the item. The powers are themed together, but still seem slightly like a swiss army item to me, probably because it is truly a very multi-purpose item. Probably just needs more focus.

terraleon wrote:
Adventurer's Mark

Seems like it should fill a magic item slot. The second paragraph could be written more succinctly. I agree with a previous poster that Prot from Evil might be of limited use. My honest opinion is that it suffers from the swiss army item problem; a few (seemingly) random powers placed on a (seemingly) random item. No offense meant, but I'd like to see something more specific or themed better. The Mark of the Golden Griffon, or whatever, and have the powers somehow related to that description. The Kraken Helm in the Top 32 is a well-done example.

Dark wrote:
Bedroll of Bowered Dreams

Not exciting or groundbreaking maybe, but I do think it's useful. Are there any other items that do this? How does it compare in usefulness to something like a rope trick spell or other "hidey-hole" items?

Forged Goo wrote:
Wheels of the Vagabond

I think it's a good idea, though very specialized. I can see antiquarians and treasure hunters finding this item useful in some situations (and those are character types I enjoy...). I'd be curious about its speed, max load, etc.

RogerC wrote:
Scarab of Weal and Woe

I think the judges received a lot of luck-related items. Adjudication of what is an "inconsequential saving throw" might be difficult.

Scarab Sages

ironregime wrote:

Ok, since the blessing has been given to post losing items, here's mine. Feedback is not only welcome, I'm begging for it.

Conundrum of the Secret Scribe, an enchanted notion

It introduces new rules (requiring the explanation, which is a mistake), is a scrying "device" (which were dime-a-dozen), can't be taken or removed (as a GM and a player I hate those), and would break GM mysteries way too easily.

Scarab Sages

Joseph Benson wrote:

Gloves of the Frog and Whale

I like it! I'll be incorporating it pretty much verbatim into my campaign. I particularly like the descriptive text.


ironregime wrote:

Scarab of Weal and Woe

I think the judges received a lot of luck-related items.

That was a definite risk, yeah.

Adjudication of what is an "inconsequential saving throw" might be difficult.

Hmmm... yeah, but cursed items (which is what it is at that point, in my opinion) always involve a certain amount of DM fiat, in my opinion. But it could be an issue, certainly.

Thanks for your comments.

Cheers,
Roger

Scarab Sages

goatface wrote:

Here's mine, fwiw :)

Cloak of Survival.

I somewhat like this item. It probably fell afoul of the "makes adventuring too easy" issue the judges didn't like. reminds me of the hat of comfort from 2nd ed, but useable by the party at night.


ironregime wrote:

Conundrum of the Secret Scribe, an enchanted notion

Spoiler:

Enchanted Notions: More than mere thoughts, enchanted notions are the mental equivalents of magic items, residing in the psyches of their possessors, and are wielded with command words. They may be stored instantly in arcane marks; written down using the Scribe Scroll feat, which takes one hour per 1,000 gp in the base price; or taught directly, which is just as lengthy a process. Someone seeking to learn an enchanted notion must make a Decipher Script (if read) or Spellcraft (if taught) check to do so (DC 10 + notion’s caster level). Once a notion is written or taught successfully, it is wiped from its former owner’s mind. No one may know more than one enchanted notion at a time.
Conundrum of the Secret Scribe: This complex magic formula allows its ponderer once per day to see and hear the circumstances surrounding the origin of any writing touched, as if she were scrying on its author during its creation, regardless of the intervening distance or time. If the text is a copy, the copyist will be revealed instead of the author of the source work.
Moderate divination; CL 9th; Craft Wondrous Item, scrying; Price 32,000 gp.

Starglim wrote:
This is a nifty idea, though it stretches the concept of a wondrous item to its limit and beyond. I can see the question arising how one of these "items" differs from a spell or a feat.

Thanks, Starglim! Mechanically it is almost no different from any other wondrous item: it can be used by anyone (unlike spells), can be passed from one PC to another (unlike feats), and can even be "set down" and "picked up" in a manner of speaking.

I don't mean to sound full of myself, but honestly can't think of any reason for it not be included among the 32. I thought outside the box (the judges said they rewarded creativity), and I've not seen the effect before (so I don't think it suffers from common-item-syndrome). Perhaps the judges couldn't visualize how it would fit into a treasure trove? I'M AT A LOSS.


Dark wrote:
Bedroll of Bowered Dreams

Not exciting or groundbreaking maybe, but I do think it's useful. Are there any other items that do this? How does it compare in usefulness to something like a rope trick spell or other "hidey-hole" items?

Thanks for the comment . . . I was really trying for a useful item and something that adventurers would want. The thing the bedroll addresses for the guys in my campaign is the need to leave the bag of holding or Hewards Haversack outside in a well concealed location as they disappear in the rope trick or "hidey-hole." The extra dimensional items are tricky that way. This was a way to blend in and disappear without leaving your magical bag of goodies sitting around and crossin' your fingers it would be there in the morning.

Scarab Sages

Klaus wrote:

Here's mine. I had to cut out quite a bit of it.

Scapular of the Heroic Slayer:

Cool item. I'd have gone with one or the other effects, not both in a single item. And the second use is better. I could see undead hunting groups creating these to avoid becoming the enemy if they die.

Scarab Sages

The Eldritch Mr. Shiny wrote:

My entry:

Dawnhelm
This bronze pot helm has elongated nose and neck-guards, as well as hinged cheek-guards and a foot-high wicker crest running from ear to ear.

Simplify the description and avoid using "elongated nose" at all costs. I'm thinking you want it to look like the sun rising, but it doesn't actually say that. The mental image I'm getting is kind of dorky looking (due to the "elongated nose" part).

The price is "oh my stars and garters" high. I'd drop the CHA bonus and possibly the banishment effect.

Scarab Sages

DangerDwarf wrote:

Here's mine:

Tenk’s Bonecharm

If Tenk has it, how are the players going to get one? How do you get the spirits trapped in the bone in the first place? What are the limits to what they can tell you? Why is repeated use not a good act?

All in all, I like the base concept, but it needs some more work.


Hey Clark, if you're in the mood and care to offer your two cents on my Brooch, I'd be most appreciative:

Spoiler:
Brooch of Social Grace

Originally designed with the socially inept wizard in mind, these items of jewelry have also been commissioned by wealthy families or adventurers for special occasions. This eye-pleasing accoutrement can be used to clasp a cloak, sash, or similar piece of formal wear. The brooch persistently grants its wearer a +2 competence bonus to Diplomacy, Bluff, and Gather Information skill checks.

Upon activating the brooch, the wearer will subconsciously speak, gesture, and conduct himself in a manner that any person who converses with him for 5 rounds or more will find most pleasing. This may manifest itself by, for example, having the wearer take on a regional accent that the listener shares, or by having the wearer gesticulate with his hands in a manner that puts the listener at ease. Once 5 rounds of conversation have passed, the listener's attitude will improve one category (see Diplomacy skill). The listener’s attitude is subject to change as normal, and any person can have their attitude improved only once per 24 hour period.

Once per day, the wearer can charm someone, as per the spell charm person.

Faint enchantment; CL 5th; Craft Wondrous Item, charm person, Price 6,500 gp.


ironregime wrote:

Conundrum of the Secret Scribe, an enchanted notion

Enchanted Notions: More than mere thoughts, enchanted notions are the mental equivalents of magic items, residing in the psyches of their possessors, and are wielded with command words. They may be stored instantly in arcane marks; written down using the Scribe Scroll feat, which takes one hour per 1,000 gp in the base price; or taught directly, which is just as lengthy a process. Someone seeking to learn an enchanted notion must make a Decipher Script (if read) or Spellcraft (if taught) check to do so (DC 10 + notion’s caster level). Once a notion is written or taught successfully, it is wiped from its former owner’s mind. No one may know more than one enchanted notion at a time.
Conundrum of the Secret Scribe: This complex magic formula allows its ponderer once per day to see and hear the circumstances surrounding the origin of any writing touched, as if she were scrying on its author during its creation, regardless of the intervening distance or time. If the text is a copy, the copyist will be revealed instead of the author of the source work.
Moderate divination; CL 9th; Craft Wondrous Item, scrying; Price 32,000 gp.

I think the main problem I have with this is that it introduces an entirely new type of magic item. Which isn't bad in and of itself, necessarily, but I'm not crazy about it.

The magic item itself... it's alright, but there's a lot of things most of my characters would rather spend 32K gold on.

Other issues aside, an item that allowed a character to see the circumstances of creation of any object... that could be kinda cool. But it is still feeling more like a spell, or a spell on a scroll, than a wondrous item, on a purely gut level.

Cheers,
Roger

Star Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

ironregime wrote:
terraleon wrote:
Adventurer's Mark

Seems like it should fill a magic item slot. The second paragraph could be written more succinctly. I agree with a previous poster that Prot from Evil might be of limited use. My honest opinion is that it suffers from the swiss army item problem; a few (seemingly) random powers placed on a (seemingly) random item. No offense meant, but I'd like to see something more specific or themed better. The Mark of the Golden Griffon, or whatever, and have the powers somehow related to that description. The Kraken Helm in the Top 32 is a well-done example.

I chose a surcoat because it was the preferred place to put one's heraldry after a shield or a banner, and it is similiar to a vest, which has a form association with protection.

It doesn't take a slot because I doubled the cost to have it *not* take a slot. (although I did make a small mistake here, the cost should have been slightly higher, but not significantly so. About 700gp.) With the expansion of cloak items, and the increased importance of the vest slot as a place for the "resistance" item, I felt it was necessary to make this an unslotted item to give it longevity.

These weren't intended to be random powers, but a series of powers I'd found through experience that every cleric in a fighter heavy party tends to wish he had more instances to spread amongst his companions-- and help him be in many places at once.

The protection from evil effect is meant to provide a combat bonus, giving a small amount of protective resistance, AC, and most importantly-- immunity to charm and domination for the duration. Again, in a fighter heavy party where poor will saves abound, this is an item that will be a lifesaver. The touch effects were the only thing I really struggled with in design.

It's also an item that I can see as the symbol of membership to a Prestige Class organization, or knightly order. It's the sort of item that a GM can be comfortable handing out at a low level to augment a party without imbalancing it. This is the sort of item a character might get early in his career and keep for the length of it.

Perhaps I went too far in the sense of anti-fluff. I wanted an item that showcased a valuable and appreciated set of powers for an adventurer without pinning it to a single group. In this sense, perhaps that hurt it more than anything else. Had it been called "The Mercenary's Mark" with a comment on hard marching soldiers that helped keep each other alive and minds unclouded, it might have done better.

But honestly, if your character got one, would you ever give it up? If you could get more, wouldn't you? I feel like it's a solid item that was too pedestrian for the competition-- it fulfills a very real need found at just about every table, but it probably just wasn't sexy enough.

-Ben.

Scarab Sages

Tallghost wrote:
Patrick Walsh wrote:

Thurburner Stone

Things I forgot in my submission:
1) The Reflex save. The damage for the rock is based on the catapult in the SRD and I forgot to add the save in my submission. D'oh! (I added it here.)

2) The xp cost to make the item. I just saw that.

3) The spark the winners had. Magic item creation is my weak point and reading through the winners, I see the spark the judges were looking for.

I thought the only drawback to this item is that it seems to be more of a magic weapon than a wonderous item.

Sigh. That too.

I wasn't really thinking of it that way (I was thinking the doorstopper use and possibly pinning things to the floor), but yeah, really, it is a weapon and belongs elsewhere.


As close as I can remember, since I didn't save a copy, just entered straight into the post...
Adventurer's Vest
The Adventurer's Vest is of sturdy design, constructed of fine leather and canvas, it has two front pockets, one to a side. Although the pockets apear normal, they are in fact non-dimensional spaces capable of holding 15 pounds or 1.5 cubic feet of material without encumbering the wearer. These pockets have the special property when holding certain items. If a pocket contains only potions, any potion may be retrieved by the wearer as a move action, and if a pocket contains only ammuntion, it may be drawn out as a free action.
Additionally, after the vest has been worn for at least 24 hours, it grants the wearer the benefit of endure elements as well as providing nourishment and refreshment, so that the wearer does not need to eat, and requires only two hours of sleep per night.
Moderate varied; CL 9th; Craft Wonderous Item, create food and water, endure elements, secret chest, Price 4,500gp.

I guess it might not have the wow factor. I thought it was mechanically sound however, and also thought it was the sort of item that every character would want. It doesn't do much that other items don't do, but it's a vest, so it doesn't take up valuable finger space. Also its main function in the game is to allow players and DM's alike to ignore some of the more cumbersome aspects of wilderness adventure and get straight to delving.
I know 15 pounds of potions is a bunch, but the idea is drawing them out as a move action, allowing the character to pull and pound a potion in a single round. The Handy Haversack (another "must have" item) has a similar property, but as an avid hiker, I've always had a problem with charcters taking things out of a backpack while wearing it. Try it some time.

Like I said, this isn't word for word my submission, but its close enough for a losing entry.

I'd love anybody's comments, I can take it.
DD


Scrollcaster

Physical:
A one inch by one foot burnished steel tube capped by knobby ironwood plugs. The plugs mesh with the threading on the interior of the tube compressing an oiled-cord O-ring - an excellent watertight seal. The plugs are non-magical impromptu repairs.

Abilities:
Each end opens into a separate fifteen cubic foot extra-dimensional space. One end is restricted to written materials, the other — writing materials. Any named item can be removed on command, cf. Handy Haversack.

The tube exterior has a self-maintaining written inventory, separated by category: "Maps, Wizard Scrolls, Information...." Upon command, the named material is legibly displayed as desired. A scroll thus presented can be read for casting — consuming the scroll. Mundane types of paper, ink, and writing implements may be fabricated at up to one cubic foot per day. One high quality blank traveling spellbook with attached waterproofing wrap and suitable ink may be fabricated each day.

Gamemaster Note:
Unique scrolls disappear sometime after insertion, but a copy eventually re-appears, sometimes with a bonus scroll. A discovered case might be trapped, but all contain construction instructions.

Moderate Conjuration/Transmutation; CL10, Craft Wondrous Item, Secret Chest, Fabricate, Silent Image, Craft (Bookmaking), Craft (Inkmaking). Price 8,875 gp; Weight 1 lb.


Patrick Walsh wrote:
ironregime wrote:
Conundrum of the Secret Scribe, an enchanted notion

It introduces new rules (requiring the explanation, which is a mistake), is a scrying "device" (which were dime-a-dozen), can't be taken or removed (as a GM and a player I hate those), and would break GM mysteries way too easily.

Ah, cool, more feedback. Thanks, Patrick!

Hmm, I didn't consider the enchanted notion stuff as "new rules," at least not much more than other items might have. Though perhaps I'm too close to it and can't be objective about that.

I thought it was a unique take on scrying. The Seer's Tea was praised for being a unique take on augury. So I'm still confused.

As for not being taken/removed, I can see your point. Due to space limitations, I cut text that indicated enchanted notions could be stolen via telepathy (sort of a mental disarm).

Perhaps your last point has merit in that there may be a bias (or at least hesitation) against divination items. Still, more powerful divinations do exist. Are they gamebreakers?

Scarab Sages

Eyebite wrote:

Here's mine, I know it's anachronistic and might be perceived as a "spell in a box." Clark also mentioned that he doesn't like magical tape recorders, ipods, and the like (which it isn't, but on quick inspection could be seen as such). I had hoped that my item contained enough inherent RP potential to make it more than just a mere spell effect, but alas, no dice.

Sorrow Box

In a horror campaign, I might have the villain use this on the players (after trapping them in a room). In a regular D&D game, I'm stumped as to why I'd use it.


Danzig Darkheart wrote:

As close as I can remember, since I didn't save a copy, just entered straight into the post...

Adventurer's Vest
The Adventurer's Vest is of sturdy design, constructed of fine leather and canvas, it has two front pockets, one to a side. Although the pockets apear normal, they are in fact non-dimensional spaces capable of holding 15 pounds or 1.5 cubic feet of material without encumbering the wearer. These pockets have the special property when holding certain items. If a pocket contains only potions, any potion may be retrieved by the wearer as a move action, and if a pocket contains only ammuntion, it may be drawn out as a free action.
Additionally, after the vest has been worn for at least 24 hours, it grants the wearer the benefit of endure elements as well as providing nourishment and refreshment, so that the wearer does not need to eat, and requires only two hours of sleep per night.
Moderate varied; CL 9th; Craft Wonderous Item, create food and water, endure elements, secret chest, Price 4,500gp.

I guess it might not have the wow factor. I thought it was mechanically sound however, and also thought it was the sort of item that every character would want. It doesn't do much that other items don't do, but it's a vest, so it doesn't take up valuable finger space. Also its main function in the game is to allow players and DM's alike to ignore some of the more cumbersome aspects of wilderness adventure and get straight to delving.
I know 15 pounds of potions is a bunch, but the idea is drawing them out as a move action, allowing the character to pull and pound a potion in a single round. The Handy Haversack (another "must have" item) has a similar property, but as an avid hiker, I've always had a problem with charcters taking things out of a backpack while wearing it. Try it some time.

Like I said, this isn't word for word my submission, but its close enough for a losing entry.

I'd love anybody's comments, I can take it.
DD

As someone that has done a lot of backpack hiking/camping, I also have always had an issue with the Heward's "reach over your head and neck, open the bag and grab out anything you want" concept. Very difficult maneuver - yeah, yeah, I know it is magic and all that, but a vest is sooooo much more practical.

Also, as you say, it doesn't have the "wow" factor that seems to have been THE thing for the contest, but I am a BIG fan of practical items like this in general. There seems to be a ton of combat based items in the 32 (and in general) and of course, D&D is a combat oriented game, but items like this are very useful and necessary in my opinion. Good "gear" type of item!

One potential flaw to it that I am seeing is that you can't enter rope tricks, etc. without tearing a rift. You'd have to hang the vest on a tree outside or something.

Also, I might have limited it a bit more - it seems a bit swiss army in all the various things it does. Maybe take out the sustenance aspect or take out the endure elements or something? Plus, of course, the judges didn't want to make travel/camping too easy it seems so you got dinged there. I feel for ya on that, I really do.

Scarab Sages

allen trussell wrote:

OK, I'll submit mine since we've been given the go ahead:

Eyes of the Sun

I think the attack power is a bit much. Stylistically, I'd make the lenses beam light continuously out to 30 ft. Gives them a "mad science/weird magic" vibe. Plus "Eyes of the SUN" and all. You should not be able to skulk in these.

Scarab Sages RPG Superstar 2011 Top 32 , Dedicated Voter Season 6 aka Eyebite

Patrick Walsh wrote:
Eyebite wrote:

Here's mine, I know it's anachronistic and might be perceived as a "spell in a box." Clark also mentioned that he doesn't like magical tape recorders, ipods, and the like (which it isn't, but on quick inspection could be seen as such). I had hoped that my item contained enough inherent RP potential to make it more than just a mere spell effect, but alas, no dice.

Sorrow Box

In a horror campaign, I might have the villain use this on the players (after trapping them in a room). In a regular D&D game, I'm stumped as to why I'd use it.

Good point, after viewing my item neutrally, it may have too limited of an application for the "average" game to use.


Man! Patrick . . . you are a machine! Rock on!

I need to get a Word doc going of all of these items and just go through and write my comments for all of them and then post all at once. There are just so many!!! Aaaaaaaahhhhhhhhhhhhhhh!

Scarab Sages

David Jones wrote:

Handy potion bottle

"Drinking a dose from this bottle does not provoke an attack of opportunity and is considered a swift action..."

That right there sunk you. Not only does it eliminate the need to go for more potions, but it eliminates the threat of exposing your neck to an enemy while drinking, with no explanation as to why. Too much twink.

Scarab Sages

Chris Dragich wrote:

Did not have access to file when I originally posted this but now I do so here was my entry:

Necklace of Bones

I like this. I think what may have cost you was incomplete cost info - is 2850gp the cost to create or buy? Also, a limitation on how many figurines will be found on it would be a good addition.


terraleon wrote:

Adventurer's Mark

...it is similiar to a vest... It doesn't take a slot because I doubled the cost to have it *not* take a slot.

I guess I was looking at it from a logic point of view. Having something that slips in between the vest and cloak slots, and takes up neither, just doesn't seem right to me. It just seems like an unnecessary exception to make. But then, I'm an advocate of low-magic campaigns, so my opinion might be skewed that way.

terraleon wrote:
...a series of powers I'd found through experience that every cleric in a fighter heavy party tends to wish he had... The protection from evil effect is meant to provide a combat bonus...

I suppose I just wasn't thinking as much in terms of game design as I was in terms of a cool theme, rather like what you point out here:

terraleon wrote:
...an item that I can see as the symbol of membership to a Prestige Class organization, or knightly order...

I definitely see this potential, and I realize why you made it generic and not specific to any particular group. I would just like to see you take the extra step and give them item more character, maybe how a particular group use them. Make one power a little more quirk. Or keep the powers but flavour them so they are themed.

Of course, then you'd get dinged on too much backstory and not enough usefulness, but there you go! ;-)

This probably wouldn't apply so well to an SRD-compliant item, but what if you built in teamwork benefits/synergies instead of individual-focused powers? Like the stuff from, what's that book, PH2? That would be really cool.

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