Sean is putting out fires...


RPG Superstar™ 2009 General Discussion

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Contributor

... but I want to comment on everyone's Round 1 submissions once those fires are out. Um, rather than stepping on Clark's thread (which would get confusing now that y'all have posted there), how about you post them here?

It'll be a few days, but I won't forget, I'm bookmarking this thread. :)

Dark Archive

Oh, what the heck, i'm still waiting for Clark to get to mine anyway.. so here goes:

Orb of Acquiescence
Aura moderate enchantment; CL 9th
Slot —; Price 81,000 gp; Weight 5 lb.
------------------------------------
Description
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This glass sphere is 6 inches in diameter. Produced by a greedy mage that wished to deceptively take control of the city of Scren without incident.
So long as you have the Orb in your possession, you gain a +5 competence bonus on Diplomacy checks.
Humanoids within 25' of you treat you as their trusted friend and ally (their attitude is friendly towards you) (Will DC 11 negates).
Once per day, you may exert control over a humanoid just as a Dominate Person spell (Will DC 17 negates).
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Construction
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Requirements Craft Wondrous Item, 5 ranks in Diplomacy, charm person, dominate person; Cost 40,500 gp

Dark Archive Dedicated Voter Season 6, Star Voter Season 7

CAULDRON OF BLOOD
Aura strong conjuration; CL 17th
Slot -; Price 110,880 gp; Weight 20 lb.
DESCRIPTION
This black iron cauldron always reeks of death and is cold to the touch. It summons on command a number of undead within a quarter-mile radius based on the amount of fresh, humanoid blood in it. Once the command word is spoken, the blood begins to boil and more cannot be added. The cauldron hypnotizes the summoned undead while blood remains; undead cannot be commanded but can only stare at the boiling blood. If attacked, the hypnotize is broken for all undead and they regain self-control. The undead are summoned from lowest CR to highest within the radius; 1 pint of blood summons 1 CR of undead. CR 8+ undead get a Will save (DC 15 – #CRs above 8) to avoid summoning.
The blood boils off at 1 pint/round and the cauldron holds 80 pints. When the blood is gone the undead return to their original location. The cauldron needs a minimum of 10 pints (one humanoid’s worth) to work. It functions once per week.
CONSTRUCTION
Requirements Craft Wondrous Item, summon monster IX, hypnotism; Cost 55,440 gp

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

here's mine...

***

Eibom’s Ineffable Headstone
Aura moderate necromancy [evil]; CL 10th
Slot hands; Price 65,000 gp; Weight 30 lbs.
Description

A black chain adorned with a heavy manacle pierces the crown of this weathered slate headstone, engraved only with a hand pointing at a star.

Clasping the manacle about the wrist reveals the Headstone’s powers. Its four charges renew each sunset. Once affixed into the ground (a full-round action), the Headstone may be activated:


  • Attract undead within 500 feet to the Headstone, DC 15 Will save. (2 charges)
  • Channel Negative energy as a 10th level cleric. Undead make a DC 15 Will save or fall under the bearer’s command. Undead within a Desecrate automatically fail. (1 charge)
  • Increase another power’s DC by three. (1 charge, part of activated power)

While manacled, the bearer is considered a 10th Level cleric for commanding undead and may command up to 30 Hit Dice. Removing the manacle frees controlled undead.

The bearer may activate powers when no charges remain by suffering 10% of his maximum hit points in damage per charge. This damage cannot heal magically, only through rest.

Construction

Requirements Craft Wondrous Item, 10th level cleric, enthrall, animate undead; Cost 32,500 gp.

***

Any comments are welcome.

thanks,

-Ben.

Scarab Sages Marathon Voter Season 6, Star Voter Season 7

Bloodbark Bracers
Aura: Strong; CL: 6th
Slot: Hands; Price: 33,300gp; Weight: 1lb

Description
These bracers appear formed from a single strip of deep reddish-brown bark that was taken from an ancient tree. After 24 hours the wearer becomes one with the natural environment granting the wearer a +3 natural armor bonus and the continuous ability to pass without trace.
Bloodbark Bracers have the following spell-like abilities useable one per round:
- Detect plants and animals (at will)
- Detect snares and pits (at will)
- Speak with animals (at will)
- Entangle (DC11) (3/day)
The bracers only function in a natural environment.

Construction
Requirements: Craft Wondrous Item, barkskin, detect plants or animals, entangle, pass without trace, speak with animals; Cost: 16,650gp

Design notes: I reduced the total price based upon the natural environment restriction. [/i]
Now, I suspect I fell into the swiss army knife spell in a can.

Any criticism will help me do better next year Sean. THANKS!

My original concept was that these were actually treant bark, torn from a living treant, and it would give plant shape 3, to take the form of a treant, it was too expensive, instead of starting over, my procrastination lead me to add extra abilities beyond the natural armor and pass without trace.


I can use all the feedback I can get, so please Sean, I would appreciate any feedback on my item. Here it is below:

THE BONE METRONOME
Aura strong transmutation, CL 17
Slot--; Price 29,600 gp; Weight 1 lb.
DESCRIPTION

A slender bone pendulum sways within the heart of this decrepit instrument. A haunting tick-tock echoes off its petrified wooden frame.

When the pendulum is pulled to either side of the metronome and released, its clicking tempo grants its user a +2 competence bonus on Perform (any instrument) checks.

Furthermore, by adjusting the tempo of the metronome as a standard action, its owner may affect up to 5 creatures (but not herself) as if they were targeted by either haste or slow for up to 5 rounds each per day. The duration of these effects need not be consecutive rounds.

Finally, if the owner (and only the owner) ever dismantles the metronome as a full round action, she may act as if a time stop has been cast.

The metronome’s pendulum speeds up during haste, it is sluggish during slow, and it is absent during time stop. Thus, only one effect can be active at any given time. Once dismantled, the metronome cannot be reassembled.

CONSTRUCTION
Requirements Craft Wondrous Item, haste, slow, time stop; Cost 14,800 gp.

Liberty's Edge Contributor, RPG Superstar 2012 , Star Voter Season 6, Marathon Voter Season 7, Star Voter Season 9

I've received a couple of peer comments, and I'm pretty sure what's wrong with this, but it's always nice to hear from the judges. So, thanks!

Amulet of Discord
Aura moderate enchantment; CL 9th
Slot neck; Price 54,000 gp; Weight

This amulet, shaped as a pair of crossed swords, confounds the ability to tell friend from foe.

Any creature within a 30-foot radius attacking the wearer loses the benefit of flanking and must make a Will save (DC 18) if it has an ally in combat. On a failed save, the creature aborts the attack and regards its nearest ally as its enemy, which it immediately attacks if in reach. The new target, upon being attacked and regardless of getting hit, must also succeed at a Will save to avoid the same effect. Any affected creature will follow the target of its ire, heedless of attacks of opportunity. The effect ends immediately upon leaving the 30-foot radius. A creature reentering the area must make a new save if it attacks the wearer, or gets attacked by an affected creature.

Additionally, while merely in its owner’s possession, the amulet provides a –8 luck penalty to all Diplomacy checks in his line of sight. This includes checks made by the owner, as well as by his allies and enemies.

Requirements Craft Wondrous Item, confusion; Cost 27,000 gp.


I'll take that. The more feedback the better...

OLD PROVIDENCE
Aura mild divination; CL 3rd; Slot –; Price 1,000 gp/pouch; Weight 1 lb
DESCRIPTION
Smokers of this magically prepared pipe-weed claim that it bestows glimpses of the future. Many wizards and druids swear by the stuff; others scorn it, calling it “blind man’s baccy”.
Once a day, a character can use Old Providence while preparing spells, making a DC 20 Spellcraft check. If successful, the character may reserve one of his spell slots. The character may then use this reserved spell slot to cast any spell he knows of that slot’s level (or lower) within the next 24 hours. If the Spellcraft check is unsuccessful, the character simply prepares spells as usual.
However, Old Providence can be harsh. Characters rolling a natural 1 on the Spellcraft check witness their own demise. Consequently, the DM may declare that the character is dazed for 1 round during an encounter that day, as the foreseen demise approaches.
A pouch of Old Providence contains enough pipe-weed for 50 uses.
CONSTRUCTION
Requirements Craft Wondrous Item, augury, creator must have 5 ranks in the Knowledge (nature) skill; Cost 500 gp/pouch

Legendary Games, Necromancer Games

Sean, feel free to consolidate with my thread if you want. I don't mind you answering in there. I'm sure people are happy to have either of us answer.

Scarab Sages Marathon Voter Season 7

Thanks,

Gloves of Kindling

Aura moderate evocation; CL 3rd
Slot Hands; Price 7800 gp; Weight

DESCRIPTION
These red leather gloves will, upon command, burst into flames. These flames, equivalent in light and heat to the flames of a torch, do not scorch the wearer but can be used to ignite flammable objects. Successful unarmed attacks made with the gloves do an additional 1d4 points of flame damage and the opponent struck must make a Reflex safe (DC 14) to avoid having any clothing catch on fire. Twice a day the wearer of the gloves can cause fire to fly from the gloves in a manner identical to the spell Burning Hands. Finally the wearer, three times a day, can ignite any square inch of flammable material up to a hundred feet away.

CONSTRUCTION
Requirements Craft Wondrous Object, prestidigitation, burning hands; Cost 3900 gp


posted in Clark's thread, but would like to hear your thoughts on this item from round one:

Nix's Chalk of Endless Ways
Aura strong conjuration (cursed - unreliable); CL 17th
Slot --; Price 160,000gp; Weight --

DESCRIPTION
By all appearances just a set of two colored chalk, but when each is used to draw a doorway on a different surface an inky black portal connects the two surfaces similar to a Teleportation Circle. Prior to the portal forming the chalk functions normally and can be wiped away, affected by rain, etc. Once both doorways are drawn, the created portal has a duration of ten minutes and cannot be dispelled. One being may pass through at a time and each sentient being has a cumulative 5% chance of collapsing it. Elemental forces of natural or magical nature will not pass through. Spells cannot be cast through the portal, and line of sight is blocked. Item may be used once per day and must be stored, for eight hours of each day, in a container with chalk powder or it will not function. Chalk is utterly destroyed if two sentient beings of diametrically opposed alignments pass through the same active portal.

CONSTRUCTION
Requirements Craft Wondrous Item, teleportation circle; Cost 80,000gp

-------------------------------------------

I cleaned up the format, and would love some feedback on this item. Just wondering how much messing up the format counted against any possible mojo this item may have had.

Scarab Sages

I think I'm sure I know what Clark's comments would be; I also value other's thoughts, though. Here's mine:

Nethersight Torch

Aura Moderate Divination; CL 3rd
Slot -; Price 1200 gp; Weight 1 lb.

Description
This unassuming torch can be lit and extinguished normally, and burns with an eerie soft silvery-blue light which illuminates an area equal to only half that of a normal torch. Within this area of illumination (out to 20’ radius) all ethereal, astral, invisible and otherwise un-seeable creatures and objects become visible, appearing translucent. The nethersight torch does not reveal concealed or hidden creatures, only those invisible to normal sight. If creatures made visible by the nethersight torch leave the area of illumination, they return to their invisible state, if such a state still exists. The torch burns for a maximum of 1 hour before being used up.

Construction
Requirements Craft Wondrous Item, see invisibility; Cost 600 gp.

Thanks in advance...

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

It's a very kind offer, man. Appreciate your input.

SPELLSHARE BRACELETS
Aura moderate evocation; CL 7th
Slot hands or feet;Price 13,500 gp; Weight -
These magical charms are worn on either the ankle or wrist. The bracelets automatically attune to other spellshare bracelets when left in contact overnight.
Once per day as a free action, the bracelet enables its owner to avail himself of a spell cast on a wearer of another, attuned spellshare bracelet within 30 feet. The spell's original target still receives the full effect of the shared spell. Only spells of third level or lower can be shared in this way.
No more than three bracelets can be attuned to one another at the same time. Casters are unable to deny the wearer of an attuned bracelet access to the shared spell.
Requirements Craft Wondrous Item, imbue with spell ability, DC 12 Craft (jewelry) check; Cost 6,750 gp

Sovereign Court

Thanks Sean!! This kind of feedback is one of the reasons I think Paizo rocks.

Rogue’s Rouge
Aura moderate divination and enchantment; CL 7th
Slot —; Price 6,500 gp; Weight 1/2 lb.

Nestled in an ornately engraved silver case, these three jars each contain five applications of rouge. A fourth jar contains sealant to rub on the wearer’s lips as protection from the effects of the rouge. When the rouge is pressed against unprotected lips, after 2d4 minutes the following effects occur:

  • Graceful Goodnight”, rose-hued with a light scent of chamomile: failing a DC 17 Will save, the subject falls asleep for 6 minutes.
  • Beloved’s Beacon”, rich red and tasting of passion fruit: the direction to the subject’s location over the next hour is known to the holder of the silver case.
  • Forget-me-not”, shimmery purple hinting of wisteria: the subject takes a 1d6 penalty to Intelligence, Charisma and Wisdom for one hour and failing a DC 15 Will save also becomes enamored with the holder of the case (as the spell hypnotism).

Once applied to sealed lips, the rouge retains its magical potency for 1 hour. Only one application of rouge may be worn at a time.

Requirements Craft Wondrous Item, deep slumber, locate creature, hypnotism, touch of idiocy; Cost 3250 gp

Dark Archive RPG Superstar 2012 Top 16 , Star Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8 aka FaxCelestis

Third Eye of the Bard
Aura: moderate transmutation; CL 3rd, 8th, or 13th
Slot: Eyes; Price: 7,020 gp (+1), 19,980 gp (+2), or 40,140 gp (+3); Weight: --

Description
This opalescent orb is shaped like a human eyeball, except that the iris is shaped like an apple with a bite taken out. When placed against the user’s forehead and a command word spoken, the eye fuses with the user and transmutes into a complete, functional eye. Speaking the command word a second time reverts the item to its original form.

The vision of a wearer of a Third Eye of the Bard improves: they gain a +1 competence bonus on ranged attack rolls and a +2 bonus on sight- related Perception checks due to their trinocular vision.

The true function of a Third Eye of the Bard, however, allows the bearer to use a bard’s Inspire Courage ability once per day, providing a +1, +2, or +3 bonus (as appropriate). A bard who uses this item instead adds the bonus to his existing Inspire Courage ability.

Construction
Requirements: Craft Wondrous Item, creator must have Inspire Courage ability one higher than the eye’s bonus; Cost 3,510 gp (+1), 9,990 gp (+2), 20,070 gp (+3)

Now, guesses as to why this didn't pass:

Spoiler:

1. It's a not so subtle jab at a modern item: Eye of the Bard -> Eye-Bard -> iBard.
2. It steals a class feature. I was hoping that taking a small aspect of a larger class feature--and then allowing the item to work better in the hands of those who actually had the class feature--would be sufficient to avoid that trap.
3. Third Eyes, while psionic, are an existing class of items. Adding to them, even in a nonpsionic fashion, could have fallen into the "More third eyes? Sigh." trap. I was considering making it a choker rather than an eye, but then if I were to make a series of these items (Third Eye of the Druid, for instance), I'd need to make different item slots for each item. Also, I like third eyes.
4. The word "trinocular". I mean, seriously. I used that?
5. Pricing. I used some weird math, basing it off of the highest bard spell available at the crafting level. This did, however, cause the upper versions to be pretty pricey.

What I was hoping would be noticed, as potential behind the item (and may or may not have, but I'm not going to inquire if it was):
Spoiler:

1. The item is, at first glance, a precursor of things to come: there are more classes than bards, and certainly each of them could have their own eyes.
2. A villain who, through use of feat or prestige, has the capability to use multiple eyes strikes me as creepy and memorable. For instance: The Black Widow, an assassin who has eight eyes and is trying to find a way to get herself a more spiderlike form, is killing people around town, and the PCs need to figure out who she is.

That's pretty much a direct copypasta from the other thread, but I think it's still relevant.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka JoelF847

More feedback is always good. Fire away, Sean.

STUDY AID
Aura moderate transmutation; CL 8th
Slot –; Price 12,000 gp; Weight -
DESCRIPTION
One end of this silver bookmark is shaped like an elephant, sphinx, dragon, or other creature known for its mental prowess. When placed between the pages of a spellbook for 24 hours, it attunes itself to that grimoire.
Once attuned, a wizard may prepare spells from that spellbook with great alacrity. Preparing all of your spells takes 20 minutes. Preparing a smaller portion of your spells takes a proportionally smaller amount of time, but always at least 5 minutes. Furthermore, a study aid allows for preparation of spells in an environment which would normally prevent concentration, such as loud distractions or inclement weather.
Once per day, a wizard may use a study aid to exchange one prepared spell for one in their spellbook of equal of lower level. This requires a standard action, which provokes attacks of opportunity.
Finally, inserting a study aid into a non-magical book allows the user to skim through the book and find interesting or useful passages in half of the time it would usually take.
CONSTRUCTION
Requirements Craft Wondrous Item, fox’s cunning, mnemonic enhancer; Skill Craft (jewelrymaking); Cost 6,000 gp


I'd love to hear what you have to say.

Bells of the Horse Lords
Aura moderate transmutation; CL 3rd
Slot amulet; Price 6750; Weight 3lb.
DESCRIPTION
These three decorative bells are worn around the neck of any medium or large sized mount. Each bell has a specific effect if sounded after the command word is spoken. The first bell is engraved with a horse hauling a wagon; it equips the mount with a harness and connects it to an adjacent wagon, cart or other transport. No effects occur or charges are expended if a transport is not available. The second bell is engraved with a riding horse at full run; it equips the mount with tack and a riding saddle. The third bell is engraved with an armored warhorse standing at attention; it equips the mount with chain shirt barding, tack, and a military saddle. Exotic versions of the riding and military saddles are provided if necessary.
This item has three uses per day; the transport and riding bells last six hours per use and the armor bell lasts three hours per use. The equipment vanishes if removed from the mount.
CONSTRUCTION
Requirements Craft Wondrous Item, mount, mage armor; Cost 3375

Liberty's Edge

Pathfinder Rulebook Subscriber

The more feedback the better...

PHARASMA’S REPRIEVE
Aura moderate necromancy; CL 13th
Slot neck; Price 182,000 gp; Weight
DESCRIPTION
This amulet is a 1” diameter semi-translucent black sphere with a white spark dancing around inside it. Any time you are reduced to negative hit points, but not dead, if you are wearing Pharasma’s Reprieve you are automatically stable. In addition, if you are killed while wearing it, you are automatically in a state of gentle repose. These effects last as long as the amulet is worn; if it is removed you immediately begin to die or decompose as normal.
If Pharasma is your patron, if you are reduced to negative hit points you are automatically stable no matter what your negative hit point total is. If the amulet is removed while your negative hit point total exceeds what would kill you, you die immediately. This effect only applies to hit point damage; you die normally if killed any other way, including massive damage. This effect only activates once per month - it recharges at the next full moon.
CONSTRUCTION
Requirements Craft Wondrous Item, gentle repose, resurrection, stabilize; Cost 91, 000 gp

Thanks in advance, Sean.


Hello, ah, thank you. Could you please consider my piece:

Hoop of Holding
Aura moderate transmutation and enchantment; CL 5
Slot varies; Price 10,500 ; Weight 1.5 lb.

Description:
This hemp-woven three foot diameter hoop is thrown around creatures to entrap. When a user's ranged touch attack with a range increment of 10 feet succeeds, and the user speaks the command word "tighten," the hoop's hemp constricts until taut, binding a creature's legs or arms. The command word "loosen" makes the hoop expand to its original size.

The user's command word “halt” (usable 1x/day) causes the hoop to activate “hold person,” which renders creatures completely immobile.

A small to large creature may escape a hoop's binding with a DC 20 Escape Artist check or a DC 23 Strength check. If encircled, tiny or huge creatures are only affected by the “halt” command. The hoop has 2 hit points, and AC 10.

The hoop may only constrict as small as one half foot in diameter. A tighter constriction strains the hemp strands which snap to a “loosened” state.

Hoops are often carried around an adventurers' thigh or neck, contracting to fit the skin, then expanding when commanded.

Requirements:
Craft Wondrous Item, animate rope, hold person; Cost 5250

Dark Archive Contributor , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Boxhead

Alright then:

Manacles of the Submissive Prisoner

Aura: Moderate Necromancy; CL: 7th
Slot: -; Price: 8000 gp; Weight: 2 lbs.

DESCRIPTION

These iron manacles are often used by bounty hunters, paladins, or others who need to keep a captive subdued, but alive.

When placed on a subject’s wrists, the targets immediately stabilizes, healing normally, but is unable to rise above 0 hit points. Magical healing of hit points or ability damage functions normally. A creature at 0 hit points gains the disabled condition and is incapable of strenuous action, such as escaping, without taking damage. This causes the wearer to fall unconscious, but immediately stabilizes again.

The manacles can be escaped exactly like masterwork manacles (pg. XX).

CONSTRUCTION

Requirements: Craft Wondrous Item, Bestow Curse, Stabilize, Cost: 4000 gp

RPG Superstar 2011 Top 32 aka Gamer Girrl

Here's mine, Sean, and thanks!

NIGHT GUARD

Aura faint abjuration and good; CL 5th
Slot –; Weight 1 lb.; Price 3,500 gp or 10,500 gp, see below

DESCRIPTION
This small, silver face of the goddess of the night hangs on a braided silver cord. Silver hair, threaded with glass-like beads, culminates in minute, silver bells. Once attuned to its current owner, the beads change to the color of his birthstone.

Designed to protect children from night horrors, it guards its owner when hung from a bedpost or a 2' pole at the head of a sleeping pallet, as protection from evil. As an evil creature prepares to attack, a silent alarm “pings” in the sleeper’s head, waking him and negating being flat-footed for that round. The protection lasts for one “sleep” of eight hours, and may only be used once per day (24-hour period).

Adventurers have created an Improved version of the night guard, covering a ten-foot radius from the hanging post, as magic circle against evil. All within the area of protection will hear the silent alarm before an attack.

CONSTRUCTION
Requirements Craft Wondrous Item, protection from evil or magic circle against evil, alarm; Cost 1,750 gp or 5,250 gp

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

Sean, I'd really appreciate hearing your commentary on my item too, if (and when) you have time.

Bloodletter’s Garnet Leeches
Aura moderate conjuration and transmutation; CL 11th
Slot -; Weight -; Price 22,500 gp
Description
These figurines always appear in pairs and are usually found floating inside of a crystalline vial in a mixture of humours. Crafted from garnet slivers approximately 3 inches in length, the leeches mewl and squirm to life in a puddle of viscous slime when the command word is uttered. The leeches can be used to drain impurities from blood and mend torn flesh, with effects identical to a heal spell, usable once per week per leech. Further, the leeches can grow to gigantic proportions, with statistics identical to dire weasels (except maximum hit points and capable of swimming at a speed of 20 ft.). The leeches may be used like this once per day for up to 2 hours each and fully obey their owner. If a leech is used to drain either poison or disease from someone‘s blood, it retains that poison or disease and may infect one creature with its next successful blood drain attack. If slain, a leech cannot be animated again for one week.
Construction
Requirements Craft Wondrous Item, 11th-level cleric, animate objects, contagion, heal; Cost 11,250 gp


Sweet. You rock!

Unity Knots

Aura faint divination; CL 3rd
Slot see text; Price 10,800 gp (for a pair); Weight

Description
These continuous loops of intricately woven silk operate only in matched pairs. Possessing no beginning and no end, they symbolize the strongest of bonds and tie two individuals together in spirit and empathy, enabling emotional support and inspiration between those linked.

While on the same plane, these loops allow wearers to use the aid another ability from a distance to assist one another on any skill check. While within 1 mile of each other, wearers can use the aid another ability from a distance to assist one another both during combat, without the need to threaten the opponent, and in response to the effects of some spells, such as when waking a person from sleep. For each use of aid another, the individual providing the bonus must use a standard action and must be conscious.

The loops magically conform to the wearers as necklaces, headbands, bracelets, or belts; however, both individuals must wear them in the same fashion.

Construction
Requirements Craft Wondrous Item, status; Cost 5,400 gp

Liberty's Edge

Starfinder Charter Superscriber

As you know from my LJ, Sean, I can take a fair amount of blunt, honest advice and comment, so no worry about hurt feelings or anything. I'd rather know what I did and did not do wrong, it'll make my craft better.

Thanks, ahead of time, too.

Prolific Coffer of Plenty
Aura faint conjuration; CL 4
Slot ---; Price 24,174 gp; Weight 5 lbs.
Description
This dark oaken coffer is vertically bound by twin leather straps with brass rivets and measures eleven inches wide by ten inches tall by eight inches deep. The craftsmanship is excellent, with detailed bevels, an ornate base, and the top bearing a plentiful horn inlay. Weathered, yet well cared for, the coffer has a thick lacquer over its surface.
Three times per day, when the lid is open as the command word is spoken, the coffer is capable of producing enough food and water to feed a party of six for one meal. Although the fair is modest, it is nourishing and the water tastes as if fresh from a spring. While the food is plain, it is often to the preference of those who eat from it, so long as their race eats fruit, vegetable, meats, or other common food stuff. The food that is produced is fresh for one day with the water being potable for a normal amount of time, if stored properly.
Construction
Requirements Craft Wondrous Item, create food and water; Skill Craft (woodcrafting); Cost 12,087 gp

Sovereign Court

Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Hey Sean, thanks for giving us all feedback, it is greatly appreciated. I haven't heard from Clark yet, but he's got a handful to deal with over there. Unfortunately, my submission got lost in the ether of my hard drive. I know I submitted it, and I think it was called something like "Hunter's Nosepiece". I would love to hear what you all thought about it!

Grand Lodge

Trainer’s Manual
Aura faint enchantment; CL 1st
Slot – ; Weight 5 lb.; Price 2,500 gp (+5), 10,000 gp (+10)

DESCRIPTION
This thick tome contains tips on training animals, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains a competence bonus from +5 to +10 (depending on the type of manual) to his Handle Animal checks. Once the book is read, the magic disappears from the pages and it becomes a normal book.

CONSTRUCTION
Requirements Craft Wondrous Item, charm animal; Cost 1,250 gp (+5), 5,000 gp (+10)

Thanks Sean!


Go ahead:

Torment of Wisdom

Aura Strong necromancy; CL 17
Slot - Price 90,000 gp Weight -

Description:
This thin obsidian needle, three to five inches long, is used to store souls of the dead. One needle can hold one soul, and to capture the soul it must be inserted to a corpse less than one day dead; the soul so captured is released only if the needle is destroyed or dispelled, or if the item is not used for ten years.
Thrusting the needle to a living body deals one point of piercing damage initially, and after this it deals one point of negative energy damage every round until removed. The person who has inserted the needle into his body can communicate with the captured soul, who retains all the knowledge, memories and personality it had while living and can learn new things through these communications. More than one needle can be inserted at the same time, and this allows the souls to communicate also with each other.
Some treat these items as sacred relics containing souls of revered ancestors, while others see them as sacrilegious abominations.

Construction:
Requirements Craft Wondrous Items, Soul Bind, Speak With Dead; Cost 45,000 gp

Dark Archive

Any thoughts greatly appreciated

Jaws of the Winter Wolf
Aura moderate transmutation (polymorph) CL 9th
Slot head; Price 12,200 Weight --
Description
This set of jaw bones appear to be from a large wolf. Runic glyphs have been carved upon the many teeth. They are worn around the head with the upper jaw over the forehead and the lower teeth circling the neck. When on the person of the user, the jaws confer resistance 20 cold and vulnerability fire. Once per day on command the jaws come to life granting the user a bite attack (1d4 small, 1d6 medium, 1d8 large) that deals an additional 1d6 cold damage. A user that hits with a bite attack can attempt to trip the opponent as a free action without provoking an attack of oppurtunity. Additionally, once every 1d4 rounds the wearer can emit a 15-foot cone that deals 4d6 cold damage (Reflex DC 16 half). This effect lasts nine minutes.
Construction
Requirements Craft Wondrous Item, beast shape III; Cost 6,100

Thanks again.

RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka Darkjoy

Sean,

Here is my item. Thanks in advance.

Eyes of Fear and Fire
Aura faint evocation and necromancy; CL 1st
Slot eyes; Price 2600 gp; Weight
Description
These soot colored, crystal lenses always feel warm to the touch. The lenses fit over the user’s eyes and color them pitch black, the user receives a +2 competence bonus on Intimidate checks due to the otherworldly appearance of his eyes. Three times per day, the user can will the lenses to blaze with hellish fire for 10 rounds as a free action, the user gains a +5 competence bonus on Intimidate checks. Two times per day, the user can launch a ray of fire (treat as a ray of frost) from his eyes at a target as a standard action. Once per day, the user can use cause fear (Will DC 11 partial) as a gaze attack. The gaze attack can only affect one target.
Construction
Requirements Craft Wondrous Item, cause fear, ray of frost; Cost 1300 gp

Shadow Lodge

Well, I already know mine got shot down for "unoriginality/cliche" from what Clark said. (which is funny, because I totally wasn't thinking about villains at all when I created this. More like a tool for elite soldiers trained to combat spellcasters.)
Though I'll admit, I went too far toward the "wicked" look for it. Oh well. Still, I'd like to hear your thoughts, Sean. I greatly respect you as a designer, and you're definitely one of my big idols in game design.

Spellslayer's Gauntlet
Aura moderate abjuration; CL 11th
Slot hands; Price 40,400 gp; Weight 1 lb.
Description
This gauntlet appears to be crafted of black leather and dark iron plates etched with incomprehensible runes, the fingers coming to almost claw-like points. The gauntlet grants the wearer a spell resistance of 13, as well as several other abilities designed to combat magical effects. Twice a day, the wearer may make a touch attack against a target. If the attack is successful, the target is effected as if it had been the target of dispel magic with a caster level of 5th. Also, once a day, the wearer may cast antimagic field as an 11th level wizard.

Construction
Requirements Craft Wondrous Item, spell resistance, dispel magic, antimagic field; Cost 20,200 gp

Star Voter Season 6, Star Voter Season 7

Thanks Sean. Like I said in Clark's thread, beyond all the formatting mistakes I felt this one was a real booger to price.

By the way, I don't care who comments on my item--fire away.

Mortal Receiver

This small, clay vessel, sealed with tar and worn around the neck by a leather cord, allows the wearer to cheat death, but at a heavy price. Triggered when the wearer dies, the receiver captures their soul then heals and stabilizes their body at -9 hit points. It will not heal again thereafter. The wearer heals normally but remains unconscious until their soul is released. The receiver crumbles to dust and releases the wearer’s soul when their body is healed to zero or more hit points. The receiver must be activated and worn for these effects to occur.

To activate, the wearer must place a bit of their flesh into the receiver and seal it with tar. This sacrifice permanently lowers their maximum hit points by 1d4+2. One day later the receiver is activated, and the wearer loses 1 point of strength, dexterity and constitution but regains these when the receiver is triggered. If the receiver is ever destroyed before being triggered these points are lost forever. A restoration spell deactivates the receiver.

Strong necromancy; CL 17th; Craft Wondrous Item, soul bind, maximized heal, craft (pottery); Price 239,500 gp; Cost 124,750 gp + 9,180 XP.

Liberty's Edge

Clark Peterson wrote:
Sean, feel free to consolidate with my thread if you want. I don't mind you answering in there. I'm sure people are happy to have either of us answer.

definitively!

MUSIC BOX OF LANDSCAPES

Aura strong conjuration; CL 13th
Slot -; Price 164,000 gp; Weight 4 lb.

Description

This 9 cubic-inches hexagonal box is made of dark metal and has archaic runes and pictograms engraved on its surface, centered toward the box’s keyhole. Upon blowing over the keyhole, the box opens and the place is filled with soft music coming from a crystal sphere, which moves and shines with arcane runes that throws shadows around the area. Soon enough a particular dark corner or reflective surface opens itself to strange and alien landscapes, the image moving slowly at the music’s rhythm.

While open, the music box opens a 2-way gate to random worlds or planes. The view moves along the landscapes as if searching for something and there is a 10% accumulative chance every 10 minutes that someone in the other side notices the gate and decides to investigate.
Roll d%. 01-20 Material Plane, 21-40 Material Plane (Different World), 41-60 Elemental Planes; 61-90 Outer Planes; 91-100 Maelstrom. The exact place and plane is ultimately the DM’s choice.

Construction

Requirements Craft Wondrous Item, plane shift, must have 5 ranks in Craft [Metalworking]) skill; Cost 82,000 gp

----

Kessukoofah images of the Musicbox Version 1 & Version 2

Liberty's Edge Marathon Voter Season 6, Marathon Voter Season 7, Champion Voter Season 8

It's amazing you guys have time to do this, and appreciated. Feedback requested for my item below.

Cloak of the Winter Walker

Aura faint enchantment and abjuration; CL 3rd
Slot shoulders; Price 16,000 gp; Weight 1 lb.

DESCRIPTION
Quite often seen on the shoulders of the raiding Viking tribes of the Linnorn Kings, these cloaks inspire as much fear as they do respect. These cloaks are often the difference between a frozen corpse and a warm adventurer.

This white fur cloak is made from the hides of winter wolves. The hood is fashioned from the beasts head and jaw, with the eyes removed and then replaced with a pair of topaz gemstones. When worn the cloak provides the endure elements effect versus cold.

However, when pulling the hood of the wolf headed cloak over the users own face, additional benefits are granted. When donning the cloak in this fashion the topaz colored eyes glow with a piercing blue light, and she is granted the supernatural ability to see though the fiercest winter storms as if it were a clear day. The wearer of this cloak also benefits from the icewalking(ex) ability, similar to that used by white dragons.

CONSTRUCTION
Requirements Craft Wondrous Items, endure elements, spider climb; Cost 8,000 gp

Star Voter Season 6

I'd love some feedback, it's the only way to get better. I really appreciate this, sometimes it just seems like you're throwing submissions into a black hole.

The Great Equalizer
Aura moderate enchantment and transmutation; CL 6th
Slot –; Price 1000 gp; Weight
Description
This hand mirror’s frame is composed of dozens of blown glass creatures locked in mortal combat. Smashing the fragile instrument releases the potent magic trapped inside in an eldritch explosion of scintillating color, twisting chance in the user’s favour.
When the item is activated, add the HD of all allies and compare it to the combined HD of all enemies within 100 feet to determine the mirror’s effects.
Enemy HD..............................Effect
Less than half of allies’............50 ft. burst: bless allies, bane enemies (Will DC 12 negates)
Greater than half of allies’........40 ft. burst: Prayer, allies and enemies
Equal to or greater than allies’...30 ft. burst: haste allies, slow enemies (Will DC 14 negates)
The effects are cumulative and concurrent.
Additionally, once activated, the user can elect to roll twice for any one single d20 roll and keep the better result. The user must decide to use this ability before rolling the dice. If this power has not been used by the end of the encounter it fades.

Construction
Requirements Craft Wondrous Item, bane, bless, haste, prayer, slow; Cost 500 gp

Star Voter Season 9

With sincere thanks Sean. Feel free to give me the unvarnished truth.

Leech of Lethe's Bliss

Aura moderate conjuration and enchantment; CL 11th
Slot —; Price 6,600 gp; Weight 1/2 lb.

DESCRIPTION
Healer and killer alike prize this translucent leech for its ability to suck out memories from eyes that have seen too much.
Allowing the leech to attach to the eyelids of a willing or helpless subject immediately eliminates all memory of the last hour (as modify memory). In addition, it restores any decrease to Intelligence and Charisma from casting contact other plane. Finally, it ends any and all of the following conditions: confused, feebleminded, and insanity. Once the leech has been used for the third time, it dissolves into river water. Despite its superficial resemblance to mundane bloodsuckers, the leech of Lethe’s bliss is not considered to be a creature for any purpose.

CONSTRUCTION
Requirements Craft Wondrous Item, heal, modify memory; Skill Profession (apothecary); Cost 3,300 gp

RPG Superstar 2008 Top 32 , Star Voter Season 7

Item:
Mannikin of Bilocation
Aura moderate illusion; CL 11th
Slot -; Price 5,000 gp; Weight 2lb.
Description:
This item appears to be a small, jointed, featureless wooden doll. It is popular with individuals who need to be in two locations at once, to provide an alibi, or merely to dodge their obligations.
Once per week, it can be activated with a drop of blood from a humanoid creature. The blood must be fresh (drawn within one hour). When activated, the mannikin animates as if by an unseen servant and projects a glamer of that creature around itself (Will save DC 19 to disbelieve) for eight hours. The mannikin has access to the original's surface knowledge at the time of its animation. This knowledge grants the mannikin bonuses on skill checks equal to one half the original creature's bonuses, rounded up. However, it never knows anything that the original would consider to be secret. Individuals conversing with the mannikin may make a DC 20 Sense Motive check to notice that it is not the original.
While active, the mannikin acts as directed by the creature who activated it.

Construction:
Requirements Craft Wondrous Item, unseen servant and mislead or simulacrum; Cost 2,500 gp

What I Think Went Wrong:
Too much of a monster-in-a-can.
Not a heroic need. (Like the Simulacra Suit from Shackled City, this is more a way to mislead PCs.)
Abusable: Like the hat of disguise this has bizarre uses I may not have thought of.
Undercosted: The effect is relatively benign, and is only 1/week, so the cost is low, but given the requirements (mislead or simulacrum) it probably should have cost more. (Note I may have increased the cost by a factor of two or three in my final submission, but Sean would have to verify that, as I can't remember.) Even at 15,000 gp, though, it's still a bargain.
Types of actions not specified.

Marathon Voter Season 9

Hi Sean,

here is my item.

Amphora of Humble Offering
Aura faint Necromantic; CL 3rd
Slot - ; Price 1600 gp; Weight 15 lb.
Description
A common tool amongst worshippers of Pharasma, this simple Amphora is made from earthen wear and glazed with images of grape vines. This Amphora is used to make libations of wine to the goddess.
Once per day as a standard action, the contents can be poured onto a non-pours surface, where it can pool. The wine from the amphora is irresistible to the undead creatures. They will cease what ever they are doing, to lap up the wine, even breaking of combat to drink it, however if attacked they will defend them selves.
Unintelligent undead cannot resist the urge to sup form the liquid, but intelligent undead may make a will check (DC 13) to avoid the urge. Incorporeal undead are especially vulnerable to the lure of the libation, suffering a -2 to their will save.
While supping, an undead creature can do nothing else. The Amphora contains enough wine to occupy one creature for 5 minutes.

Construction
Requirements Craft Wondrous Item, Command undead; Skill craft (ceramics); Cost 800 gp

I have already had feedback from Clark, from Clark's feedback i know about the grammar issues. So any feedback on the mechanicial issues with the item or any other issues would be great.

Clark Peterson wrote:


Oh Zombie, this was yours! Cool.

Wolfgang LOVED this item. He loved the idea of undead lapping up this stuff.

Two things held you down. First, the mechanics are wonky. There were issues with range of the effect and what happens if multiple undead are affected and some other issues. And second, there are some real significant grammar issues. The writing, we felt, was subpar beyond simply some editorial fixes. This needed a pretty significant editorial pass that just wasnt Superstar.

But that said, all of us felt that you were trying to create an item that was truly wondrous, that you have a lot going on creatively and we all wanted to see what you could do in the next round. The problem was that, compared to other entries, the mechanics and the grammar and writing issues couldnt permit it to advance. Wolf though it was cool and possibly, just on coolness, good enough for top 32. It was Sean and I that said no. Sorry about that. But you are real close here. This is a big idea, and we love those. Its easier to fix mechanic issues and writing issues than it is to teach someone to have big ideas who doesnt have them. So please keep it up.


Can we Sticky this please?

Thank you in advance. We really appreciate the efforts of the judges. Lay it on me. Good, bad, and the ugly.

Mantle of Subterfuge
Aura moderate conjuration; CL 7
Slot shoulders; Price 30,240gp; Weight 1lb.
The outer shell of this cloak may consist of any suitable material although most often it is found to be a subtle dark cloth. The interior of the mantle is always lined with black silk with no inside pockets. Once the properties of the cloak are known it offers upon command a special magical endowment. As a free action the cloak grants the wearer the ability to open a one foot diameter dimension door on the cloaks interior portion. The destination dimension door opens wherever the character desires within a 100 foot range of the wearer. The doorway remains open for one minute or until it is utilized. It takes one move action to manipulate an appendage through the door. Once through a character can complete one standard action before the door winks out withdrawing the characters appendage back through the door. In order to bring back an object the character must be able to lift it and it must fit through the opening. This power can be utilized twice per day.
Construction requirements; Craft wondrous item, dimension door; Cost 15,120gp

Liberty's Edge

MakeItADouble wrote:

Can we Sticky this please?

Thank you in advance.

actually weneed to stick this and the one from Clark :P

but wouldn't be easier just for them to free the post of the entries they are being asked about with all the obcenity in its full glory? :P

RPG Superstar 2011 Top 16 , Star Voter Season 6, Star Voter Season 8 aka Anry

WHy not. :)

*adds his to the list*

Monster’s Siren
Aura moderate conjuration; CL 8th
Slot neck; Price 17000 gp; Weight ---
-----------------------------------------------------------------------
Description
-----------------------------------------------------------------------
Originally crafted by cultists of Lamashtu (pg 21, Pathfinder Beta), this hexagram constructed of ivory and obsidian hanging from a silver chain has become a boon to conjurers. A spellcaster wearing the pendant is considered to be one level higher when casting a conjuration spell.
Also, spellcasters who create an arcane bond with the pendant can augment three summon monster spells a day to summon one additional creature from a lower level list than level of list selected in addition to the creatures the spell would normally summon. For example, a spellcaster casts summon monster IV to summon 1d3 creatures from the 3rd-level list and may also select to summon a single creature from the 2nd-level list to summon at the same time. This ability has no effect on the summon monster I spell.
-----------------------------------------------------------------------
Construction
-----------------------------------------------------------------------
Requirements Craft Wondrous Items, Spell Focus (conjuration), summon monster II; Cost 8500 gp


Thanks for doing this Sean. Not only is it great to get your feedback but since everyone is already commenting on Clark's this is becomeing a great referance source.
Blood Leech Choker
Aura moderate necromancy; CL 5th
Slot neck; Price 30,000gp; Weight 1 lb.
Description
Thirteen jagged crystals adorn this tarnished silver choker. Once per day the wearer may siphon 1d6/ 2 hit dice, worth of hit points into the crystals. Once stored, these hit points remain until the choker is activated. Storing hit points in this choker is a painful process. The crystals cut into the wearer’s neck and slowly turn dark red as they drain blood. It takes 1 minute per d6 drained. After each minute the choker deals damage to the wearer equal to the hit points stored and causes the wearer to become fatigued (Fort DC 16 negates). Hit points stored from different days do not stack, the newer hit points replace those stored on previous days. The choker is activated whenever the wearer is brought below 0 hit points at which time all stored hit points are immediately restored to the wearer. The choker must be worn for 24 hours before being used and if it is ever removed all stored hit points are lost.
Construction
Requirements Craft Wondrous Item, vampiric touch; Cost 15,000gp

Scarab Sages

Sean, Thank you for the offer. Would you please tell me what you thought of my item?

Thank you!

Orb of Possessions
Aura faint universal; CL 1st
Slot ---; Price 4,000 gp; Weight ---
DESCRIPTION
This obsidian orb has a short gold chain with a hook-clasp on the opposite end. When attached to a container smaller than a cart, a list of the container's contents appears on the surface of the orb, usually in Common. The orb can be used on crates, barrels, backpacks, scroll tubes, and so forth as long as the hook-clasp can be hooked onto the container. It will not identify magic items or their properties, but will note the base item (e.g., a sword, a rod, a ring) and a notable feature (e.g., a gem hilt or made of ivory).

Originally designed to allow merchant's to verify the contents of crates and barrels without needing to open them, the Orb quickly found other uses. When attached to a handy haversack, the contents are displayed, allowing theft of otherwise safe items. A bag of holding can be identified if the volume or weight of the contents is larger than the bag. Pathfinders in Osirion find it useful to determine if sarcophagi are empty or not.

CONSTRUCTION
Requirements Craft Wondrous Item, prestidigitation; Cost 2,000 gp

Shadow Lodge

Dane Pitchford wrote:

Well, I already know mine got shot down for "unoriginality/cliche" from what Clark said. (which is funny, because I totally wasn't thinking about villains at all when I created this. More like a tool for elite soldiers trained to combat spellcasters.)

Though I'll admit, I went too far toward the "wicked" look for it. Oh well. Still, I'd like to hear your thoughts, Sean. I greatly respect you as a designer, and you're definitely one of my big idols in game design.

Spellslayer's Gauntlet
Aura moderate abjuration; CL 11th
Slot hands; Price 40,400 gp; Weight 1 lb.
Description
This gauntlet appears to be crafted of black leather and dark iron plates etched with incomprehensible runes, the fingers coming to almost claw-like points. The gauntlet grants the wearer a spell resistance of 13, as well as several other abilities designed to combat magical effects. Twice a day, the wearer may make a touch attack against a target. If the attack is successful, the target is effected as if it had been the target of dispel magic with a caster level of 5th. Also, once a day, the wearer may cast antimagic field as an 11th level wizard.

Construction
Requirements Craft Wondrous Item, spell resistance, dispel magic, antimagic field; Cost 20,200 gp

Since I can't edit the post...I just happened to be flipping through the copy of A Memory of Darkness that I just got in the mail a couple of days ago, and what do I see on one of the baddie's hands but a clawed, black gauntlet *facepalms*

Now I know one reason why it might have been seen as a cliche villain item...


Thanks a ton Sean!

MALLEABLE CORPUS

Aura moderate transmutation; CL 7th
Slot shoulders; Price 20,000 gp; Weight 1 lb.

DESCRIPTION
Made entirely from congealed slime, the appearance of the corpus is in slow, constant flux. At times it appears as an ochre cape, although, days later, it might look like a dull green cloak. A DC 15 listen or spot check is sufficient to notice the slime's gurgling undulations.

The malleable corpus grants a +1 armor bonus to its wearer. The wearer also gains a +2 luck bonus on saves from any slime or ooze based attack. Additional powers can be added to the corpus by feeding it the inert remnants of slain slimes. Possible powers include:

Ooze mephit ichor: Once per day, the wearer can hurl a glob of caustic slime that functions as an acid arrow spell.
Ochre jelly: +5 competence bonus to climb checks.
Gray Ooze: Once per day, the wearer, as long as they stand motionless, can turn invisible for up to five minutes.
Black Pudding: Once per day, the wearer can cast resist energy attuned to acid.

CONSTRUCTION
Requirements Craft Wondrous Item, spider climb, invisibility, resist energy, acid arrow; Cost 10,000 gp

Dark Archive RPG Superstar 2013 Top 32 aka Fatespinner

Sean K Reynolds wrote:

... but I want to comment on everyone's Round 1 submissions once those fires are out. Um, rather than stepping on Clark's thread (which would get confusing now that y'all have posted there), how about you post them here?

It'll be a few days, but I won't forget, I'm bookmarking this thread. :)

Yeah, what the hell. In case Clark never gets around to reviewing mine, I'll take all the feedback I can get! :D

Effigy of Lost Souls
Aura moderate necromancy; CL 9th
Slot none; Weight 1 lb.

DESCRIPTION
Made from the braided hair of corpses who never received proper burial rites, these effigies serve several purposes when burned. A burning effigy sheds baleful blue light that illuminates the area as a torch, fueled by the essence of the lost soul within who also serves as a silent emissary to the undying. All undead within the illumination are revealed by wisps of harmless bluish-white fire and are rendered completely immobile and helpless (intelligent undead may resist this immobilization with a DC 14 Will save). Attacks made against undead immobilized by this effect anger the spirit within, dealing 2d6 fire damage to creatures within 5 feet as the effigy destroys itself in a violent burst of ghostly flame. An effigy of lost souls burns for 1 minute unless destroyed or extinguished. Once extinguished, an effigy is useless and cannot be reignited as the soul trapped within has gone to its final reward.

CONSTRUCTION
Requirements Craft Wondrous Item, halt undead, detect undead; Skill Craft (doll making); Cost 8,100 gp


More feedback is always the better way to learn. Thanks for this Sean.

Witching Watcher (Lesser)
Aura faint evocation, enchantment (if charged); CL 5th
Slot none; Price 33,750 gp; Weight –

DESCRIPTION

Designed by priests to protect precious temple reliquaries, the Witching Watcher consists of a glass orb and a glass marble.

This small glass orb hovers in a short patrol, etched with an unblinking stylized eye. Whoever possesses the marble may command the orb to patrol a ten-foot square area; the glass orb will patrol until a new command is given. The marble bearer may also charge the orb with up to three spell levels from the Enchantment school. If a person or monster not in the presence of the controlling marble approaches within thirty feet of the orb, an image of the intruder and the location is sent to the mind of whoever holds the marble. If a person or monster comes within the orb’s ten-foot patrol, the glass orb will discharge the stored enchantment spells against the intruder and send an additional mental image to the marble bearer.

CONSTRUCTION

Requirements Craft Wondrous Items, imbue with spell ability, arcane eye, alarm; Cost 16,875 gp


Well since the flood gates are open, feel free to fire away with any comments you wish - don't hold anything back :)

Bedroll of Restful Sleep
Aura moderate conjuration and faint abjuration; CL 9th
Slot ––; Price 7,000 gp; Weight 5 lb.

DESCRIPTION
This finely crafted, woolen bedroll appears quite ordinary. The bedroll only accepts one occupant, their armor and up to 50 pounds of worn gear. It takes a full-round action to enter the sleeping bag which entombs the occupant, leaving only their face exposed. Within the interior of the bedroll is a nondimensional space with twice as much volume as the occupant. Upon entering, the wearer experiences a floating feeling as they are levitated to the center of the area within, making any movement impossible. Regardless of the terrain or objects the sleeping bag is laid upon, or armor worn, the occupant experiences a restful sleep. There is a constant endure elements effect within the bag, and a mental alarm spell in effect in a 10 foot radius around the bedroll.
Unworn objects in the bag instantly fall out of it. To exit the bag the occupant speaks a command word as a swift action, which triggers the bag to immediately retract and roll up at their feet.

CONSTRUCTION
Requirements Craft Wondrous Item, alarm, endure elements, levitate, secret chest; Cost 3,500 gp

Having read the successful entries, I know that my item perhaps was not unique enough, and doesn't have as much flare and interest as the others. I was not aware of the judges' distaste for camping items, and I now understand their reasons for it. I won't be making that mistake again :)


Thanks Sean. I'm just glad the judges are willing to spend the time to share their critiques.

Iron Requiem
Aura moderate conjuration; CL 7th
Slot none; Price 33,600 gp; Weight –

Description
This six holed flute is made of pitted wood and held together with iron rings. When the proper notes are played, the sad melody summons earth spirits angry with the removal of metal ore from the ground. These spirits pass through a metallic item that the player chooses and return the minerals back to the earth. The process can weaken or destroy the item.

The flute can be used to make a sunder attempt as a ranged touch attack against a metal target. This does not provoke an attack of opportunity. If the attack is successful, the item takes 5d6 damage. If the damage is more than the hardness of the item, the object is considered broken. If the damage exceeds the hardness and hit points of the item, the item is destroyed. If used against creatures made of metal, the creature takes 3d6 damage on a successful ranged touch attack.

Range of the effect is 30 feet. The flute can be used 3 times per day.

Construction
Requirements Craft Wondrous Item, rusting grasp; Skills Knowledge (The Planes), Perform (Wind Instruments) Cost 16800 gp

Sovereign Court

I've already gotten Clark's feedback, but I'd love to hear what the others thought (good, bad, or otherwise). Thanks in advance!

Myrrh Egg of Ashes
Aura strong conjuration; CL 18th
Slot Neck; Price 82,000 gp; Weight -

Description

This reddish-brown egg, believed to be that of a phoenix, is about the size of a human fist and hangs from a golden chain. Warm to the touch, the egg glows a golden color (shedding light as a torch) and functions as a holy symbol for good aligned characters. Additionally, three times per day she may empower any Conjuration (healing) or Fire spells as through the Empower Spell metamagic feat.

If the wearer of the Myrrh Egg is killed by an attack that deals fire damage, the egg shatters and she is immediately resurrected as a divine being. She is treated as an outsider for the purpose of spells and effects, gains resistance against fire 10, and can cast Produce Flame as a spell-like ability. If she is killed in this form, her body immediately disappears and a Myrrh Egg of Ashes is left in its place. Unlike other outsiders, she can be resurrected using the Myrrh Egg of Ashes in place of her remains.

Constructionp

Requirements Craft Wondrous Item, Empower Spell, burning hands, protection from energy, resurrection; Cost 41,000

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I'll add my slush to the pile:

FRONDEUR’S FLUTE OF ILL REPUTE
Aura faint enchantment; CL 5th
Slot -; Price 8,100 gp; Weight 1 lb
Description
This bardic instrument is a masterwork flute fashioned from the femur of a succubus and trimmed in silver. It can be played as a normal flute, but its true purpose lies in sowing dissent. Once per day, when the name of a specific individual is spoken into the mouthpiece, it creates a discordant tone that causes listeners to think less of the person whose name is spoken. The reactions of NPCs move two steps toward hostile. Listeners may not go as far as to actually preemptively attack the named individual but they will refuse service to them or be inclined to take actions that cause the individual misfortune, such as cutting saddle straps or selling them defective armor. No reason need be given for the hatred; listeners will supply their own reasons and believe them completely. The effects lasts for 5 hours and affects listeners of 3 Intelligence or higher. This is a mind-affecting effect.
Construction
Requirements Craft Wondrous Item, suggestion; Cost 4,000 gp

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