The Voluntary Reject Bin


RPG Superstar™ 2010 General Discussion

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Draconas wrote:


Cobblestone of the First Road

This really seems to me like a poster example of the Item-of-the-overdone-backstory. A player using the stones most likely just wants to go fro A to B, and cares very little about Ur’drax, Azlant or the Earthfall. After all, as far as I can tell, the illusion effect has no other purpose than to impose setting-specific fluff, leaving the item to be a very expensive double Spell-in-a-Can wrapped in backstory. It is also unclear if the road is only an illusion, or if you can travel along it as an actual road instead of the natural terrain.

Finally, there is a reason that all wondrous items have a construction section. How can the profound trauma of the Earthfall etch itself in a item that was created yesterday?

Check out some of Clark's posts about including backstory in an item description, and compare it to this item.

Sorry if this comes off as harsh criticism - not the intention at all. I just think it is a good example of a much-discussed issue.


These are the ones that I worked on that I didn’t submit.

Joss Sticks of the Ninefold Way
Aura Strong Divination; CL 9th
Slot -; Price 11,000gp; Weight 1lbs

Description
An ornate bamboo tube holds nine colored insence sticks that represent the Paths of the Nine Fold Way. Once lit each stick is consumed.

Future (Orange stick): Lighting this stick gives one person the effect of an Augry spell.

Death (Black stick): When lit over a dead body one person may ask the spirit of the deceased one question, as per Speak with Dead spell.

Knowledge (Blue stick): Blue smoke will form silent images that replay events that happened 24 hours ago within 30 feet of the stick. Burn time: 1 hour.

Inner Strength (Purple stick): All allies within 30 feet of the lit stick will gain a +2 competence bonus to skills. Burn time: 1 hour.

Magic (Green stick): Whilst within 30 feet of the lit stick all allies will gain 2 bonus spell levels. Burn time: 1 hour.

Protection (White stick): After the stick has burnt for 5 rounds an area of 30 square feet will become Consecrated as per the spell, this effect will conitue while the stick is lit. Burn time: 4 hours.

Meditation (Yellow stick): All allies within 30 feet of this stick will gain the benefit of 8 hours of sleep if they do not exert themselves and remain within the area. Burn time: 4 hours.

Awareness (Brown stick): All allies within 30 feet of the lit stick will gain True Seeing as per the spell. Burn time: 1 hour.

Life (Red stick): The person lighting this stick can lower their current hit point total by up to 20 points and heal one creature by touch by the same amount.

Construction
Requirements Craft Wondrous Item, augury, speak with dead, consecrate, true seeing; Cost 5,500gp

For the Joss Sticks, I was never happy the pricing I was coming up with, either too low or too high, and it ended up too big (swiss army knife). I could and did edit it down to less than 300 words but I felt it wasn’t flavorful enough.

The Turned Coat
Aura Faint Abjuration; CL 3rd
Slot Body; Price 1000 gp; Weight 5lbs
Description

This reversible coat appears to be of common design but is often made with fine and rare cloth with black lining. The outer garment is a standard Travellers Outfit jacket. The inner garment is jet black with dark red abyssal symbols embroidered along the lapels and epaulets.

Once turned inside out the coat fools detect alignments spells, with the wearer always registering as Evil. Law/Chaos axis will remain unchanged so a Lawful Good character wearing a reversed coat will appear Lawful Evil.

Wearer also gains +10 to disguise skill check in any attempt to pass them off as a different alignment.

Construction
Requirements Craft Wondrous Item, undetectable alignment, disguise self, 5 Ranks in Craft: Seamstress, Read/Write Abyssal; Cost 500gp

This one I liked and will add into my homebrew setting for sure, but I thought this lacked mojo.

Clockwork Chamberlain
Aura Faint Transmutation; CL 5th
Slot -; Price 27,000 gp; Weight 20lbs
Description
The Clockwork Chamberlain is a 3-foot tall wood and brass simulacrum. It will tidy up any room it is in and alphabetise books and scrolls in the room. It will also scrub clean any clothing placed in front of it, if it has a source of water it will also wash them. It will not leave any room it is placed. It can carry objects equivilent to a thick book but only for very short periods, it will drop anything heavier.

If placed within 5ft of another Clockwork Chamberlain it will become attuned to the other Chamberlain. Anything spoken in the same room will be sent instantly to the attuned Chamberlain, if it is within 5 miles, and repeated.

Construction
Requirements Craft Wondrous Item, unseen servant, whispering wind, 5 ranks of Knowledge (Engineering); Cost 13,500 gp

Too steampunk and too mundane, its just a robot maid (with a double agent spy function), not quite superstar material I thought

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JaceDK wrote:
Draconas wrote:


Cobblestone of the First Road

This really seems to me like a poster example of the Item-of-the-overdone-backstory. A player using the stones most likely just wants to go fro A to B, and cares very little about Ur’drax, Azlant or the Earthfall. After all, as far as I can tell, the illusion effect has no other purpose than to impose setting-specific fluff, leaving the item to be a very expensive double Spell-in-a-Can wrapped in backstory. It is also unclear if the road is only an illusion, or if you can travel along it as an actual road instead of the natural terrain.

Finally, there is a reason that all wondrous items have a construction section. How can the profound trauma of the Earthfall etch itself in a item that was created yesterday?

Check out some of Clark's posts about including backstory in an item description, and compare it to this item.

Sorry if this comes off as harsh criticism - not the intention at all. I just think it is a good example of a much-discussed issue.

Thanks for the criticism, Jace, no offense taken. I came to some of the same conclusions and thus dropped the item early on.


The first idea I rejected was a Cloak of Escape,

It was too similar to the Cape of the Montebank. It would cast invis and programmed illusion at the same time, so you could continue running one direction while the false you took off in another direction. I didn't develop it past the idea stage, since my other idea for the [censored] was better.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Xaaon of Korvosa wrote:
The first idea I rejected was a Cloak of Escape...It was too similar to the Cape of the Montebank. It would cast invis and programmed illusion at the same time, so you could continue running one direction while the false you took off in another direction. I didn't develop it past the idea stage, since my other idea for the [censored] was better.

You mean like a mislead spell? ;-)

Dark Archive

Mine was probably an unconcious/subconcious repeat of an item in the Dragonlance universe. It was, essentially, a self-replicating holy symbol that I'd tentatively called the Theurge's Symbol of Manifest Faith. Basically it could make other copies of itself, which would adapt to the faith of the recipient. The one in DL could do it better though, and when I found it in my newly purchased copy of the 3x DL material, I cursed up a storm and started over. Which is ok, as I like my new item better anyway.


Hello all,

Some of these don't quite meet the requirements, or were just either too complex or too simple. I hope you enjoy them though. Most are not fully realized.

Here's my first one:

SHRUNKEN HEAD OF THE MAGI (WONDROUS ITEM)
Aura: powerful necromancy [B]CL: #th
Slot: none ; [B]Price: ##,### gp ; Weight: - ;
DESCRIPTION
The witch-doctors of a few primitive cultures practice a form of dark magic. They have learned and passed on many dark secrets. One such lore is the ability to extract magical power from the remains of a spell-casters’ brain after death. The very idea is often horrifying to wizards of “civilized” cultures, and only the most vile, evil and unconscionable dark wizards are willing to make use of such an enchanted item, much less attempt to learn the process.
The creator of such a horrific device must take the complete head of a wizard within moments of his death, remove the skull, and extract the brain. The brain is then soaked in a specially prepared solution and then returned to the head, which is then shrunken.
A Shrunken Head of the Magi still maintains its power to store prepared arcane spells within its dried husk of a brain. Any arcane spellcaster can draw upon its power, though it rarely leaves its creators hands. Not quite as powerful as the wizard from which it came, a Shrunken Head of the Magi can store prepared spells as a wizard of four levels lower. The caster prepares the spell as normal, but instead of storing it himself, he takes hold of the head and attempts to store it within the brain of the dead wizard. He must make a concentration check (DC 15+ spell level) with success meaning the spell was successfully prepared within the Shrunken Head of the Magi. Failure means the spell preparation failed. The head can hold as many spells as a wizard of that level could prepare (4 levels lower than the wizard’s level at death).

CONSTRUCTION
Requirements: Craft Wondrous Item,; Cost: ##,### gp

Example:
[B]The Shrunken Head of Zalakov the Omnipotent[\B]
Zalakov was a powerful wizard who enslaved a huge population of primitive people and built a great temple in his own honor. Despite his power, when his slaves turned on him there was no escaping their massive numbers. The witch doctor of these people cut off his head and transformed it into a Shruken Head of a Magi. His powerful enchantments rejuvenated the ability of Zalakov’s brain to hold magical power. The wizard’s long scragly hair still hangs down around his fist sized shrunken head. His hooked nose, now shriveled and gaunt protrudes out of swollen pale eyes and his cracked lips still curl in a cruel smile.
Some of Zalakov's power still remains in the dried husk of his brain and any arcane spellcaster can draw upon its power. The head stores spells as a 13th level wizard (concentration check DC 15+ spell level) and spells cast using the head have a maximum spell caster level of 13th.
0 1st 2nd 3rd 4th 5th 6th 7th
4 4 4 4 4 3 2 1

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Self Rejected.

My weakness has always been water based adventures though. I love the idea of being in an underwater horror show. I did however stop developing this when I had a different idea, but maybe I'll rework this for my home game at some point.

I thought the initial idea was neat, but it got to complicated and then it seemed awfully campaign specific, and when I proofed it I didn;t understand my own writing, or I wasn;t relaying what was in my head properly. So I scrapped this idea.

But here it is in it's early form:

Symbiotic Sharkskin of the Dark Fathoms
Aura moderate transmutation; CL 9th
Slot none; Price ?? gp; Weight 20 lbs.
Description
This living suit of Symbiotic Sharkskin conforms to it's wearers form, flowing over the skin with rippling waves as it bonds to the skin. Donning the suit requires one minute as the skin acclimates to the wearers body, growing small fins about the arms and legs and one larger fine in the square of the back, leaving only the head exposed.

When submersed in water the skin envelops the wearers face leaving only a featureless gray portrait accentuated by twin, bottomless, black eyes.

Symbiotic Sharkskin protects it's wearer from the pressures of the deepest oceans, rendering it's wearer immune to any crushing damage incurred from diving or depths, as well as granting it's wearer water breathing while moving or swimming underwater. Failure to remain in constant motion impedes the ability for the suit to filter air from the water passing over it, and thereby subjecting the wearer to potential drowning.

If worn for consecutively for one week or more the wearer and skin become empathetically linked. While linked this way the wearer gains the ability to use the Scent feat underwater, a natural swim speed of 40, as well as a +5 competence bonus to swim checks.

Attempting to remove empathetically linked Symbiotic Sharkskin is impossible to do alone, and requires another person to help painfully peel the layers of gray skin off. Removing it in this fashion takes five minutes, and requires the wearer to pass a DC 14 fortitude saving throw or be exhausted and nauseated until she receives complete bed rest.

Construction
Requirements Craft Wondrous Item, water breathing; Cost ?? gp

What was in my head was that you gained these powers through an empathetic link to the primal nature of a shark. But it didn't quite come off that way in hindsight, and would of gotten to wordy to do it justice.


The Jar of Al'ak'tal

This seemingly normal clay jar is two feet tall and a foot and a half wide, with a mouth a foot in diameter. It is enchanted with powerful conjurations. Once per day, the bearer of the jar may reach in and pull out one thing from another place. The thing cannot be any larger than the jar and if it is the jar is destroyed, and the item is not retrieved. The better known the thing is to the bearer the greater the chance of success. If the thing is unattended and unintelligent it cannot resist being seized, otherwise it gets a will save (DC 20). When reaching into the jar one does not expose their arm to any element in the area from which the thing is being conjured. However, if the thing conjured would harm ones hand, those effects do occur. So, be careful what you reach for. The chance of success is based on how well you know the object, and if you know where the object is. There is a chance, when attempting to attain an object and you don’t know exactly where it is, that you do not grab that object, but instead grab something else from a nearby location. This usually ends up being something very troublesome, such as an animal (a mongoose or rabid squirrel), small monster (an imp or stirge), a dangerous item (a rat trap or cursed jewel), or the possession of another creature nearby that the player may not want to possess (the wand of an evil wizard who now wants it back).
Familiarity:
Very familiar you’ve possessed the object before
Studied Carefully you know it well, and have been able to study it up close for at least one hour (either by normal means or by scrying).
Seen casually you have seen it more than once but you are not very familiar with it. You can see it from where you are but are not close enough to study it in detail.
Viewed once You have seen it once, possibly by using magic
Unfamiliar You have never seen it, but have a very good description of it
Very unfamiliar You have only just heard of the object and know very few details about it.
Location:
Know exactly You know exactly where the object is located (not possible if a moving object)
Know approximately You have a very good idea where the object is, or know exactly but it is moving
Know roughly You have a rough idea where the object is; ie, the town, the geographical location, etc…
Don’t know You know only what plane the object is on
Unknown You don’t even know if the object exists, or if it does, even what plane it is on

% Success/%Failure/%Error

Know Know Know Don’t
exactly approx. roughly know unknown
Very familiar 100/0/0 80/15/5 60/35/5 40/55/5 20/75/5
Studied carefully 90/10/0 70/20/10 50/40/10 30/60/10 10/80/10
Seen casually 80/20/0 60/25/15 40/45/15 20/65/15 5/80/15
Viewed once 70/30/0 50/30/20 30/50/20 10/70/20 5/75/20
Unfamiliar 60/40/0 40/35/25 20/55/25 5/70/25 5/70/30
Very unfamiliar 50/50/0 30/40/30 10/60/30 5/65/30 5/65/35


I almost sent this one, but it seemed too simple:

OBDURATE OIL
Aura: powerful transmutation CL: 15th
Slot: - ; Price: 8,000 gp ; Weight: - ;
DESCRIPTION
This oil, when applied to any material, either doubles its hardness or adds 10 (whichever is greater). The material doesn’t feel any different and continues to move the same. Paper and cloth do not become stiffened, joints on armor continue to turn, and the wood of a bow still flexes as normal. One vial of this oil will cover 20 square feet of material before it is expended (equivalent of one full suit of armor, four medium shields. When applied to armor this increases its resistance to damage, thus increasing the armor bonus of the armor by +2 for shields and light armor, or +4 for medium and heavy armor. The composition of the material is permanently changed, and thus the effects of the oil, after application, are not considered magical, leave no aura, and cannot be dispelled.
CONSTRUCTION
Requirements: Craft Wondrous Item, polymorph any object; Cost 8,000 gp


This one was also one I came close to submitting, but in the end I decided magical items that affect combat are a dime a dozen:

BOOTS OF THE DWARVEN CHARGER
Aura: moderate transmutation CL: 3rd
Slot: feet; Price: 10,000 gp; Weight: 3 lbs ;
DESCRIPTION
Dwarven priests craft these heavy leather boots for the greatest giant slayers in their clans. They are cobbled from the hide of stone giants, set with steel cleats and steel toes, and have three heavy straps bound with mithril buckles. When strapped on they decrease the wearer’s speed by 5 feet, halve his jumping distance, and give him a –5 penalty to skill checks with acrobatics, stealth, and swim. The wearer also cannot benefit from the Maneuver feat or any feat which requires Maneuver as a prerequisite. However, the wearer’s climb speed increases by 5 feet, and he gains a +5 to climb skill checks, and a +5 to his CMB to avoid being tripped. The greatest benefit of these boots, though, is the benefit the wearer gets when making a charge attack. The wearer can make a charge attack with only a five-foot move, and when making such a charge attack the wearer’s strength bonus for damage is doubled. Finally, the wearer of the boots is treated as having the Improved Bull-Rush feat, thus suffering no attacks of opportunity, and can bull rush opponents up to two sizes larger. Any creature two sizes larger that is successfully bull-rushed is pushed back 10 feet plus 5 feet for every 5 by which the attack exceeds the DC.
CONSTRUCTION
Requirements: Craft Wondrous Item, bull’s strength, creator must be a dwarf and have the bull-rush feat; Cost 5,000 gp

Dark Archive

Opinions:

Entangling Embrace of the Earth Mother
Very very nifty, I'm also curious what would happen if this were eaten. I know that would come up in play.

Idol of the Apostate
Totally awesome! I love the fluff and the crunch on this one, and think I might borrow it for my game with your permission?

Reliquary Coffin
Hmm, this one doesn't QUITE grab me. I think it's nifty, but it is more of a set piece than a wondrous item in my opinion.

Magma Seed
Huh, that is also very shiny. I like the novelty of this, there's nothing quite like it and I could totally see certain druidic types digging on this. Especially if there were a way to add in a little bit about the fertility of the soil after the magma cools.

Magefoam
COOL!! It is a bit... scifi-ish kinda. But I like it a LOT.

Elder's Rainstick
Totally down with this. very good fluff and good mechanics. I think this would fit perfectly in any aboriginal based game too.

Drink of Many Draughts
Back in the Oldtimes, there was a table called the "Potion miscability table". It would detail the effects on mixing potions while the duration remained. Some of these results were pretty gruesome, some were awesome. I'll see if I can dig that up and post it here.

Flowers of the False Funeral
FLAWLESS!! This is the perfect wondrous item for anyone wanting to 'fake' their own (or someone else's) death. I think I might have to ask to borrow?

Token of Knightly Prowess
This totally rocks. Very in keeping with chivalric cultures and real world periods of history. I think I might have to add a part specifying that lances are counted for the weapon bonus, but I totally would buy this for any nobility/courtier game.

Spoon of Dungeon Eating
Very nifty concept, but a tiny bit overpowered in my opinion. I'd love to see the fluff for this.

Bottled Lightning
It reminds me a TINY bit of the item from Neil Gaiman's "Stardust" movie too, but I really love it!

Advancing Standard
I like this. It's simple and effective. Were it me, I'd like to see some writeup for the standard's use as a weapon since you specifically mentioned the adamantine spike at the tip.

Xorn Claw Gauntlet
Huh, that's kind of a nifty idea. Very simple, not at all overpowered in my opinion and also unique. I like the 'bypasses armor' bit I've seen upthread, and consider that a feature not a bug.

Ever-Flaring Torch
Hmm, it's a beefed up everburning lantern. I like that for its simplicity. Which makes this 3 for 3 that are nice, simple and effective items. Way to go Starglim!

Last Breath of the Venerated Dead
Kinda spell-in-a-can but also kinda nifty. I like the effect on the living a bit more than the effect on the dead. Were it me, I'd probably also add a line about the undead.

Glimpse of the Sun
Spiffy! Very very spiffy! Also rather unique in my opinion. Brava! Possibly a TINY bit undercosted, but excellent!

The Map of Unseen Ways
As described? Yeah, that's an artifact. Very ambitious, incredible flavor in my estimation, and I might *ahem* borrow the overall idea for a game I run in the future. Great idea for a new map item!

The Summoner's Tales
Ok, you hooked me with the name and I would LOVE to see this fleshed out. Again, thinking I might borrow with your permission and interpret for my homebrew. Gold star! And the lit nerd in me loves this for the same reason!

Ferryman's Coins
*jaw drop* Spell in a can but TOTALLY AWESOME!!! Double mega gold star for this! Love love LOVE it! As for the subconcious rattle, I can totally feel you as something similar happened to me with this year's entry thoughts.

Torc of Transformations
A bit undercosted in my estimation, but really rocks the flavor and fits well with my concept of a Druid. Reminds me a bit of the Witch's capstone "Force reincarnate" ability, but probably predates the witch playtest. This one's definitely going in me "Need to borrow" column if I may? That said, I am a horse lover and I'd've loved to see the Hobby horse for its own sake. SIAC items, however, are just that. Nifty idea though!

Masters Umbrella
Love it! SIAC, yes but still very nifty. Love the fluff and the modularity of it. Probably a bit undercosted in my estimation though.

Cobblestone of the First Road
Definitely a SIAC item, but I love the flavor and the integration. It's a travel item that I think I'd like to have my PC's have. Mind if I borrow? Also, I agree with Ariax and would love to see a butched up version as an artifact. Given the flavor text, that would fit well in my opinion.

Joss Sticks of the Ninefold Way
Very nice bunch of themed SIAC items, some with unique mechanics. I think this would rock in an Asian themed game with a lot of monks and the like. May I borrow?

The Turned Coat
Hmm, this is also a bit SIAC. But it's cool and I like it. If I were to do anything, I might do something with the wording for "Turncoat" and perhaps work in a little bit of double entendre. But that's me and I'm a linguistics geek.

Clockwork Chamberlain
While it might be steampunky, I like it a great deal. The double agent spy bit makes it that much cooler to me. I'd be hard pressed to say anything bad about this.

SHRUNKEN HEAD OF THE MAGI
Bit heavy on the fluff, but I love the mechanics. Definitely cool!

Symbiotic Sharkskin of the Dark Fathoms
Super duper ultra spiffy! I love the acclimation mechanic and fluff, and would have to say that this would be awesome for any aquatic based game. Hard to cost, I'd agree. Double plus good in my opinion!

The Jar of Al'ak'tal
Hmm, it's kinda like a teleport object and a word of recall ish thing squished together. Very well thought out.

OBDURATE OIL
Simple, sometimes, is a very good thing. I like this one because it is simple, actually. Well done!

BOOTS OF THE DWARVEN CHARGER
Like it! Again, simple. The fluff is a take-it-or-leave-it proposition, but does fit the item well. Bravo!


This one is a potentially great idea, but needs a lot of work and was way too big. I really did feel it filled a needed niche. I'll be working to fine tune it for my own campaign. Others like it will likely come into existence:

Manual of the Arcane Architect
These heavy gilded manuals contain ancient and secret knowledge passed down through the ages by the Archimagium, an ancient order of architects. Within their impervious pages are architectural designs and special rotes that, when used in conjunction with the proper spells will yield structures of incredible magical power. To do so the wizard must use one of these books to design the structure, and must perform these rotes at precise moments in both the preparation of the building materials and during the actual construction. If the wizard misses any one key moment in the process, the rotes will fail and the power will be lost. Use of such a book requires one full month of study and the time it takes to design and build the basic skeleton of the intended structure. Material costs for construction are quadrupled when using this manual, as it requires the consumption of rare and exotic components. The construction time for the basic structure is doubled, as the caster needs time to enchant each wall, ceiling, floor and door within. So long as enough materials are provided, the basic structure is finished, and all designs are at hand, the caster will be able to, using the book and the spells required, complete the construction, adornments, stonework and fabricate the interior furnishings all within one day. The final outcome results in a structure with elaborate stonework, decorations, and furnishings suited to those who will own it and enchanted with incredible abilities able only to be used by the owners.
To use such a book the user must know the following spells, as well as the spells, which are needed for each effect: arcane mark, major creation, stone shape, fabricate, permanency. When building the structure the caster may designate two individuals who become the “owners” of the structure. The owners must sign a deed prepared by the wizard. They may then pass this “ownership” on to any other person by signing the deed over. This is usually done when passing on an inheritance. Use of the book allows the following spells to be cast upon the structure with these additional permanent effects:

Spell: Permanent Effect

Light: All rooms become lit, as per the light spell, when entered by any owner.

Open/Close: All doors open and close upon the will of the owners, no matter where in the structure they are.

Prot. From Normal Missiles: The outer walls of this entire structure are protected as per this spell.

Alarm: The owners may activate an alarm on any space in the structure, and both owners are notified if it is set off.

Hold Portal: The owners may cause any portals to be held as per this spell, and only the owner may remove it without magical means.

Sleep: The owners may choose any two room in the structure, one each, that, when entered, casts the sleep spell upon those who enter. The owners are always immune to this casting of the spell.

Magic Aura: The owners may alter the magical aura of any door, chamber or object in the structure at will.

Silent Image: The owners may each cause one silent image to appear in any place in the structure, and neither owner will believe the illusion.

Cause Fear: Any four murals, statues or encryptions built into the structure can be made to cast cause fear at the owners will.

Arcane Lock: Any two doors within the structure can have this spell set upon it, one per owner, though the owners may open it as if it weren’t locked at all.

Obscure Object: Any two objectswithin the structure may be hidden from scrying as per this spell, one chosen by each owner.

Misdirection: The entire structure is protected by this spell, so that anyone trying to locate any object in it against the owners’ wills is deterred.

Phantom Trap: The owners may make any door or lock seemed trapped as per this spell, and both owner will know that it is not actually trapped.

Whispering Wind: The owners may send messages anywhere in the structure via this spell, at will.

Nondetection: Both owners are protected from divination as per this spell when within the structure.

Gentle Repose: One chamber within the structure can be chosen to protect the corpse of any current or prior owner via this spell.

Dimensional Anchor: Three chambers within the structure may be permanently protected by this spell, but even the owners can not travel to or from these chambers.

Dimension Door: Each owner may set up one dimension door permanently between two fixed spots within the structure.

Detect Scrying: While in the structure each owner is aware of any scrying upon them as per this spell.

Locate Creature: The owners of the structure may locate anyone they know is in the structure at any time as per this spell.

Scrying:One chamber may be built as a scrying chamber, in which a crystal ball, font, mirror or other such device must be placed and enchanted with this spell. Both owners can use this object to cast the scrying spell from at will.

Mage’s Private Sanctum: If caster is one of the owners he may choose one chamber to have this spell cast upon permanently.

Secret Chest: Each owner gets one permanent secret chest as per this spell. It may be sent into the ethereal plane and retrieved as per the spell.

Project Image: Each owner may project their image as per the spell into any part of the structure. This requires concentration to be maintained.

Mirage Arcana: The caster may set one permanent such illusion, that even the owners may not know exists. This is often used to hide a chamber that only the caster wants to know exists.

Fabricate: If supplied enough raw materials the structure may become fully decored as per this spell to the personal tastes of the owners.


This one is a favorite for me for the concept, but as a friend put it to me "it defines a character". That is, having one of these pretty much decides who your character is. That said, I felt it was too narrow a scope for submission. Plus, it was too long.

Mask of the Night (wondrous Item)

Though more than one of these masks may exist, and may have different appearances, this is the most common form.
Description:
This velveteen black mask is encrusted in midnight blue sapphires and silver filigree. The silver thread is delicately woven into the fabric suggestively creating images of wolves, cats, bats and owls amidst the elaborate spirals. The mask crests the bridge of the nose forming a beak like that of a barn owl, then smoothly fits over brow, cheek bones and forehead, revealing only the wearer’s lower face. The eyes are trimmed in decoration to appear feline, and when worn the wearer’s eyes become cat-like. The mask rises up over the ears to narrow point, reminiscent of a wolf’s ears.
Powers:
When worn the Mask of the Night grants its wearer the natural gifts of various nocturnal creatures. He gains a cat’s ability to see in the dark with only the faintest presence of light (Night-vision). He gains the wolf’s ability to hear noises far off and high pitched (Acute Hearing). He gains the barn owl’s keen sense of smell (Keen Scent). He also gains a cricket’s ability to sense minute changes in the temperature (Weather Sense). More fascinating, the wearer gains the ability to communicate with all creatures of the night (Speak with Animals, Nocturnal only).
What more, if the mask is donned for a full month it becomes Nocturnal and the mask becomes a part of the character, unable to be removed (except by a Remove Curse spell). By night the wearer becomes energized and feels a sense of thrill. This is more than emotional change, the character actually is physically stimulated (+2 to Dex and +2 Cha). By day, though, the mask vanishes in a puff of smoke, and the character becomes lethargic, withdrawn, and is easily blinded by bright light. The wearer is physically stymied (-2 Dex, -2 Cha; -2 penalty to all actions requiring sight taken in sun-light), and should take his normal sleep by day in order to feel fully rested. The character is restless if attempting to sleep by night (making spell preparation impossible if this lasts longer than a week). The mask returns at dusk, vanishing again at dawn, though benefits and penalties always remain.
Finally, after a second month of wearing the mask the wearer gains the ability to summon creatures of the night to his aid. This is a mental action but takes a full round. Concentration is required, so if the character is distracted a concentration check (usually DC 15) must be made to succeed. Within 1d10 rounds a creature (or creatures) native to the area will arrive. If the wearer knows of a particular creature within a minute distance away, he may summon that particular creature or creatures. Otherwise the DM should decide or consult a chart for the region/area, making sure only a nocturnal creature is selected. 2d6 Hit Dice of creatures will answer the wearer’ call. This may be one large creature (such as a Dire Wolf), or a number of small creatures (such as a dozen bats). The DM may also decide that there is nothing in range, or that it may take longer for something to arrive. These creatures will do their best to assist the character, short only of putting themselves in eminent mortal danger (they won’t knowingly go to their own deaths).
Variations:
Variations on the Mask of Night may exist in different campaign worlds. The DM may choose to make it a holy item of a deity of the Night, and thus could choose to alter certain parts of its appearance or even its powers. Another variation would be to have the mask only grant the powers with one particular creature of the night, changing the appearance and benefits accordingly (ie scent of a wolf, hearing of a wolf, and summon wolves).
Mask of the Day: There is lore that speaks of a Mask of the Day existing, with similar powers but focused on diurnal creatures. Sages familiar with these magical items suspect that donning both masks may create one of two outcomes. One theory is that the wearer may have the power of both masks broken, thus allowing the Mask of the Night to be removed. However, others suspect that the wearer may actually retain both masks and become a creature of the twilight, gaining the power of both masks, and being most active at the waxing and waning hours between day and night. These are only guesses though, as no one knows for sure that suck a mask even exists.


This one I started on but never gave the final stats. I like it, but it's just not unique enough in my mind:

Ring of Venom (wondrous item)

Description:
A Ring of Venom appears as a silver ring with a black pearl cresting it. Carved in smooth black onyx is a spider with the pearl as its thorax. When the spider is animated the ring appears as a silver ring with a small setting at the top. The setting has a small rune carved in it but nothing else. Though there is no recorded history to the creation of such rings some speculate they were created by Drow priestesses of Lolth. Others have thought they of a mage’s design as special Figurines of Wondrous Power for an elite group of assassins called the “Spider’s Eyes”. Whatever the true history of these rings, they are sinister tools indeed.
Powers:
This ring grants immunity to normal venoms and a +4 save vs. magical venoms.
Upon the will of the bearer of this ring (free action) the mounted spider transforms into a deadly black widow spider which obeys the will of the bearer. The spider can be away from its ring for only 24 hours at any one time. It then disappears and cannot be used again for one week. The spider can be destroyed but then it will reappear on the ring and cannot be used again for one week.
The spider can make a Move Silently and Hide checks to avoid detection in order to climb up a victim without being noticed and make an attack. The victim must make a comparative spot check to notice the spider. The victim’s natural AC only is used (No Dex. bonus or armor bonus) though magical modifiers from protection items will apply. The attack is considered a sneak attack. If damage is inflicted the spider will inflict a lethal dose of poison. Save vs. Poison or die. Success means 20 points of damage. Onset time is one minute. The poison can be used 3/day.
If the Spider tries to attack a victim that is aware of it the AC is the defender’s normal AC. It has the standard ability to spider climb and can use its web to hang from almost any Height. Its movement on a web is unhindered.
The spider also has the unique power to be the eyes and Ears of its wearer. The spider can transmit any visual or acoustic stimuli that is within 10 feet of it to the wearer. During this time the wearer must be concentrating. Anything outside of the ten feet is blurry and distorted. If the spider is destroyed while the wearer is perceiving the wearer is struck blind and deaf for 1d4 rounds.
The Spider has the following Stats: (never wrote up)


This is a War Banner. As has been pointed out in another thread, they are very common place in submission. The powers are obvious and it didn't take much creativity, so I tossed it:

War Banner (wondrous item)

Description:
War Banners are powerful magical items crafted by the high priests of the gods of war. Each war banner is specific to that deity, and usually only one exists for each god at a time. The war banner hangs from a long dark wooden pole crested with a gilded spike. The banner itself is rectangular and drapes from a cross pole that is attached just below the spike. It is crafted from a thick leather, usually from a rare creature (such as a dragon’s hide). It is adorned in the colors and symbols of the god for whom it is designed. Etched across the top in religious script are words that emulate that deity’s personal beliefs, such as “Unto thine enemy, death and dishonor; Unto thee, victory and glory!”
Powers:
A war banner carries with it the power of the god of war. Any army bearing it has incredible courage, strength and willpower. All those who face an army carrying the banner are struck with fear and weakness. Also the specific person who carries the banner is protected from attacks.
So long as the bearer of the War Banner doesn’t attack another person he is protected as per the Sanctuary spell. As long as the bearer holds onto the War Banner, even if in combat, he is protected as per the spell Protection from Normal Missiles. Since the War Banner is so heavy and awkward the bearer usually must use two hands to wield it (unless size large or having a strength of 20+).
All those who fight on the side of the person who bears the War Banner gains the following bonuses when in battle:
+4 morale bonus to saves vs. fear
+1 morale bonus to all saves
+1 morale bonus to attack and damage rolls
All those who fight against the side of the person who bears the War Banner suffers the following penalties in battle:
-4 morale penalty to saves vs. fear
-1 morale penalty to saves
-1 morale penalty to attack and damage rolls
The range of these bonuses is “within sight of the war banner” or one mile (if out of sight). Because of this, the person bearing the War Banner is usually positioned on a high hill or wall.
Variations:
There are banners for each god of war in a campaign, and a DM may choose t have one for gods not particularly designated as war gods. Also, the DM may allow non-religious banners to exist, if he feels that it suits his campaign.


Mikhaila Burnett wrote:

Opinions:

SHRUNKEN HEAD OF THE MAGI
Bit heavy on the fluff, but I love the mechanics. Definitely cool!

The Jar of Al'ak'tal
Hmm, it's kinda like a teleport object and a word of recall ish thing squished together. Very well thought out.

OBDURATE OIL
Simple, sometimes, is a very good thing. I like this one because it is simple, actually. Well done!

BOOTS OF THE DWARVEN CHARGER
Like it! Again, simple. The fluff is a take-it-or-leave-it proposition, but does fit the item well. Bravo!

...

Thanks!

I'm worried my magic item submission won't make the cut. After submitting I remembered two things I should have done. Alas, too late to fix it now :)

Dark Archive

Kenneth.T.Cole wrote:


Thanks!

I'm worried my magic item submission won't make the cut. After submitting I remembered two things I should have done. Alas, too late to fix it now :)

Well, I like what I've seen from your rejects. A lot of them are a bit verbose, but I like the ideas that drive them. I think you've got a lot of potential, and the sheer NUMBER of things that have come out of your slush pile speaks highly of your creativity.


Mikhaila Burnett wrote:

Ferryman's Coins

*jaw drop* Spell in a can but TOTALLY AWESOME!!! Double mega gold star for this! Love love LOVE it! As for the subconcious rattle, I can totally feel you as something similar happened to me with this year's entry thoughts.

I have to second that. Those are just awesome.

Scarab Sages

Mikhaila Burnett wrote:

Opinions:

Token of Knightly Prowess
This totally rocks. Very in keeping with chivalric cultures and real world periods of history. I think I might have to add a part specifying that lances are counted for the weapon bonus, but I totally would buy this for any nobility/courtier game.

...

Just so you know, the lance falls under the spear group that is stated in the description. Since the equipment section only seperates the weapons as simple, martial, etc... I used the weapon training table under the fighter class description. There, under spears, the lance is listed. I should have been more specific in my description on where I pulled that table from.

Hope that helps, and like I said, I would have had a better all around item here if I had not scratched the work I was putting in it when I found out about the auto-reject for beta class items.

Dark Archive

CuttinCurt wrote:


Hope that helps, and like I said, I would have had a better all around item here if I had not scratched the work I was putting in it when I found out about the auto-reject for beta class items.

Ah! I hadn't dug too deep before commenting, as I was just zipping through initial impressions. Thanks for clarifying!


Mikhaila Burnett wrote:


Joss Sticks of the Ninefold Way
Very nice bunch of themed SIAC items, some with unique mechanics. I think this would rock in an Asian themed game with a lot of monks and the like. May I borrow?

The Turned Coat
Hmm, this is also a bit SIAC. But it's cool and I like it. If I were to do anything, I might do something with the wording for "Turncoat" and perhaps work in a little bit of double entendre. But that's me and I'm a linguistics geek.

Clockwork Chamberlain
While it might be steampunky, I like it a great deal. The double agent spy bit makes it that much cooler to me. I'd be hard pressed to say anything bad about this.

Thank you for your comments. Yes you may borrow any of my items that I have shared on this or other threads (apart from my actual contest submissions which belong to Paizo now :) )

The Turned Coat was my attempt to apply a magical effect to the origin of the word Turncoat, so just calling it a "Turncoat" seemed too obvious. The Joss Stick were indeed developed for an Asian themed campaign I am planning so I am glad that flavour made it through.

RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 8

Bertram’s Bursting Bestiary
Aura faint transmutation; CL 5th
Slot —; Price 10,000 gp; Weight 1 lb.

Originally compiled by the eccentric (and poorly organized) Azlanti conjurer Bertram, a bursting bestiary contains vital information regarding countless beasts and monsters. Though every edition of the leathery textbook is enchanted to contain additional parchment, the pages of each swollen volume nevertheless look as if they’re bursting from their seams.

A bursting bestiary is filled with colorful illustrations of nearly every known monster, and searching through the book to find any creature that the user can see is a standard action. After having quickly gleaned the text, the user gains a +10 bonus on Knowledge skill checks made to identify the creature and its special powers or vulnerabilities.

Requirements Craft Wondrous Item, secret page, creator must have at least 5 ranks in the following Knowledge skills: Arcana, Dungeoneering, Nature, Planes, and Religion; Cost 5,000 gp

Star Voter Season 6, Dedicated Voter Season 7

I like this item but it is a solid example of a Joke/gag item. I thought it would lead to some comedic moments while in game and was kind enough as a DM to place a pair into my dungeon just for "kicks". (laughs)

Boots of Demanded Perfection
Aura strong Alteration Magic; CL 15th
Slot Feet; Price 30,000 gp; Weight 5 lbs
These boots are made of thick hide and are iron tipped, being laced up from the front. They are water proof keeping the wearers feet always dry and free from disease or fungus. Once donned the true nature of the boots begins to emerge as they are both magical and cursed and therefore can not be removed, nor will the wearer willingly desire to remove them. The magical nature of the boots will grant the wearer the ability to perform a Knock spell on any door, barrier or portal which the boot tip touches. This is not limited by charges and therefore can be repeated often. The curse of the boots is that anyone friendly to the wearer who is within a 5 foot adjustment of them that rolls a 1 (during a feat check or during combat) will be swiftly kicked in the rear by the wearer for 1D6 damage including any strength bonus the wearer might have. This surprise attack on the party member comes at +4 to hit applying any of the wearers attack bonuses. The wearer will have no recollection of the attack and will ignore it even happened.

What do you mean I kicked you? I was standing over here the whole time! What are you nuts?

Moderate Alteration; CL 15th; Craft Wondrous Item, animate objects; forget, Knock, Curse; Price 30,000 gp.

Enjoy it~ and thank you for allowing us to have this opportunity to create for you.

Star Voter Season 6, Dedicated Voter Season 7

The following item was my secondary submission idea but unfortunately I presented them with a more comical/lighter side item much like my boots (ok worse then the boots!). My thought was to lighten their load with a smile and provide a witty item that delivers true role playing into a game which for some is all about numbers and feats. In any event this is my more serious item to show them I can focus on the serious as well. Too bad I submitted 5 seconds after the contest started or I would have learned the dark secret of no joke/gag items. (laughs) such is life in the fast lane.

Anyways.. here is my gnomish secrets:

Casters Bane
Aura Moderate Alteration magic; CL 12th
Slot -; Price 130,000 gp; Weight 3 lbs
Description: Caster’s Bane was invented long ago by a gnomish rogue tinkerer tired of being hurt by spell casters. He crafted a small egg shaped device that floats towards the chosen caster and follows them until the Bane is recalled by its master. The bane will then prevent the caster from casting defensively at all times with irritating sparks that it lets off and if the caster utters any verbal spells the egg will release a small electrical shock at the wizard damaging them for 1D4 points of damage per spell level being cast. The caster can make a Reflex Save to resist up to half the damage but any damage sustained will result in reduced concentration during the spell casting step. The Casters Bane’s weakness is that it only will shock a caster who uses verbal components during casting as it will not shock a caster for material or symbolic only spells. The Casters Bane became so popular that the gnome retired from adventuring and went on to craft many of these items which are now in circulation.

“The gnomes sales pitch was simple, tired of being lightning bolted and fireballed? No more my friend, no more.”

Moderate Alteration; CL 12th; Craft Wondrous Item, Tenser’s Floating Disk, Shock, Animated object; Price 130,000 gp.


Token of Knightly Prowess
Nice flavor, but not too innovative mechanically.
a bit of a swiss army knife item:
+2 to hit with a class of weapons
+2 saves vs. fear
Diehard feat
stabilize automatically
and Phylactery of faitfullness effect
seems to be way underpriced too ( compared with e.g. Bracers of Archery)

Bottled Lightning
great item! But a bit of a spell in a can. I think Clark said pretty much all there is to say :)

Advancing Standard
I'm not a big fan of standard items, but i kind of like this one.

Xorn Claw Gauntlet
Some clarification is needed. How does this interfere with metal armor, which slot(s) does it use ?
Is it an action to activate the tremor sense? ...

Ever-Flaring Torch
a very simple spell in a can, but nevertheless flavorful. i can really see the adventurer waving his torch to separate lights, which fly out to illuminate the big cavern he's just discovered.

Last Breath of the Venerated Dead
How many questions can you ask, does the corpse get a save?
Don't really know whether i like this or not.

Glimpse of the Sun
meh. a gaze item, low DCs, nice effects. But if I recall correctly most gaze items only grant an active gaze, not the passive part, and i think for a good reason. ( Your party members will hate you, if they must make a will save every time they look at you )

The Map of Unseen Ways
Remapping an entire dungeon is definitely artifact territory and must be a hell to stat out.

The Summoner's Tales
again must be a hell to stat out, and a hell to price, like all items, with effects that depend on a skill check.

Ferryman's Coins
Here it get creepy. Ferryman's Coins crossed my mind too, albeit briefly. I discarded the idea due to them being a coin item, and knowing of the shroud. so i never developed the idea, but i think they would have been something like this. *shudders*
- Fun fact: the custom almost never involved putting the coins on the eyes of the deceased, it was just subverted in Pop Culture because it had a greater effect in film. In fact the coins where mostly placed under the tongue or on the mouth (even sealing the corpse, so that the spirit could not return and create an undead creature).

Torc of Transformations
Hmm. interesting. this items helps those druids who want to be more like a Witch of the Woods, and less like a Warshifter. But that is perhaps better suited as an alternate class feature or a prestige class / feat (chain). But nice idea nevertheless

Masters Umbrella
quick thoughts:
the is no "equipment bonus"
Swiss-army knife spell in a can item.
Tiny hut and Globe of invulnerability have the same activation. can they be activated seperately? ( or only seperately? )
after all it is just a collection of spells, loosely fit under the umbrella-theme.

Cobblestone of the First Road
I think this is the Item of the overlong backstory that doesn't live up to it's great description ( not only name)
I mean this thing really oozes flavor and Awesomeness, and all it does is show you the way. meh. i somehow expected more of this.

Joss Sticks of the Ninefold Way
Swiss army knife
Spell in a can
and some effects are wonky, like the 2 Bonus spell levels? how are those determined?

The Turned Coat
An alignment hiding item for the good guys? Not very interesting, and with 1000 gp maybe underpriced.

Clockwork Chamberlain
first i think this is more of a construct than a magic item.
and then everything you just said. too steampunk, low mojo, and mainly used as a plot-device.

SHRUNKEN HEAD OF THE MAGI (WONDROUS ITEM)
Whoah! thats not a spell in a can, thats a wizard in a can. definitely artifact territory.
And too much backstory :)

Symbiotic Sharkskin of the Dark Fathoms
Hmm what can i say about this? i think "nice item, but overdone / too complicated " pretty much sums it up. keep streamlining your ideas and you are on a very good way.

The Jar of Al'ak'tal
too much backstory, too complicated, and in the hands of Pcs they will kill nearly all your plots, and keep fishing for everything they like, in the hands of a DM it will only be used as a plot device or to piss the Pcs off. http://paizo.com/cgi-bin/WebObjects/Store.woa/wa/DirectAction/createNewPost ?thread=v5748dmtz1uv2#newPost

OBDURATE OIL
a +4 unnamed, permanent undispellable bonus to my AC for 8000GP?
really?

BOOTS OF THE DWARVEN CHARGER
again too complex, also i don't recall a "maneuver" feat.

Manual of the Arcane Architect
this item will hardly ever come up in play, but it reminds me of manse construction in Exalted.

Mask of the Night (wondrous Item)
Again nice idea, but i would love to see it played out in a more simple, elegant way.

Ring of Venom (wondrous item)
reminds me of figurines of wondrous power. You should check out those, as well as the actual rules for spiders and poisons.

War Banner (wondrous item)
You sure have a lot of ideas, and all of them are quite interesting, but as i said i don't like banner-type items and this semms like a simple buffed up Prayer effect. meh.

Bertram’s Bursting Bestiary
A big book of monsters. i have seen many incarnations of this item. I think it is a good item, but lacks the "Mojo" that is importaint for rpg-superstar, sorry.

Boots of Demanded Perfection
funny idea, but a joke item nevertheless

Casters Bane
an anti-caster item. Give those damned spell-slingers what they deserve. Good item, but with 130,000 definitely overpriced.

pfew. i think that were all so far :)
As always these are short impressions and not meant to offend anybody.
Keep 'em rolling :)

the coins still bug me... scary...

Dark Archive

REJECTED Item

Pharaoh's Blessing
Aura Strong Necromantic; CL 15th
Slot ---; Price 120,000 gp; Weight --- lbs.Description
Created by Mukantagara, a powerful follower of Asmodeus, this black, dessicated scarab beetle appears to be but one more of the desert's denizens that succumbed to the sun's blistering heat. The beetle is allowed to gorge itself on the flesh of a devil as part of it's preparation. It is then killed, mummified and imbued with fell magics.
When the beetle is placed on an immobilized or willing living creature it comes alive and burrows into the creature's flesh. The beetle then visibly travels beneath the creature's skin to nestle around it's brain stem. This deals 2d4+2 damage to the creature. If the beetle is placed at the base of the creature's skull it deals 1d4+1 damage instead. Creatures without discernible anatomy are unaffected.
The beetle drains 1 point of constitution from the host per day( no save ); to a maximum of 4 points after 4 days. The host gains a +1 to Fortitude checks/saves and Fast Healing 1 for every point drained. This culminates in a +4 enhancement bonus to Fortitude and Fast Healing 4 after 4 days.
The host cannot regain the lost constitution until the beetle is removed. The beetle can only be removed by a command word or a combination of remove curse and remove disease. The beetle then burrows out of the host causing 1d4+1 damage and returns to it's inert form. After removal of the beetle the constitution drain is treated as temporary ability damage.
Multiple beetle's beneficial effects do not stack( constitution drain does ).
While hosting a beetle, the host creature detects as an evil cleric with a level equal to the host's HD.
Construction
Requirements Craft Wondrous Item, Infernal Healing, Greater; Cost 60,000 gp

Scarab Sages Marathon Voter Season 7

Kenneth.T.Cole wrote:

I almost sent this one, but it seemed too simple:

OBDURATE OIL
Aura: powerful transmutation CL: 15th
Slot: - ; Price: 8,000 gp ; Weight: - ;

Simple is good sometimes, but the bonus to AC here is way too good and cheap (compare to the 16,000 you would normally pay for regular +4 armor and you are now saying I can double that for one and a half times the price?). Remove that entirely and you have a very decent item. If you had sent it I think it would have been swiftly rejected because of the price and armor effect.

Grand Lodge Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8

Azmahel wrote:


Xorn Claw Gauntlet
Some clarification is needed. How does this interfere with metal armor, which slot(s) does it use ?
Is it an action to activate the tremor sense? ...

At some point I'll put up a complete writeup. I answered the first two in earlier posts. Unarmed attacks with the gauntlet ignore the armour bonus of metal armour and do no damage to creatures composed of stone or metal. It takes up both the hand and wrist slots.

The user gains tremorsense immediately when (and for as long as) he meets the requirement of placing his hand inside a solid surface. This would require at least a free action. Holding one hand in place for a full round may or may not negate the user's DEX bonus.

RPG Superstar 2008 Top 16 , Marathon Voter Season 6 aka Core

My favorite thus far is the Ferryman's Coins. I think they would have had a decent shot at getting in if submitted.

I didn't do a write up, but my first idea (which I rejected) was a Large Snail Shell that upon command, would liquefy the owners bones and allow them to seep into the shell for shelter and protection. Then reverse the process on command, albeit painfully. Here is a 5 min writeup:

Siphuncle Shell

This large shell is wrought from iridescent osmena-pearl and smells lightly of salt water. Although it weighs only thirty pounds, it is cumbersome to carry due to its four foot length and ovaloid shape.

Upon command the user can withdraw completely into the shell. The user's bones are temporarily liquefied, and a leathery hood counter-locks the shells opening. From inside the user has an Armour Class of 27, Damage Reduction of 30, and no longer needs air, water or food. The user can stay inside indefinitely and may leave the shell and return to their normal form on command. Entering or leaving the shell takes one full turn and is excruciatingly painful.

Requirements - A very large Nautilus, Dimension Door Cost - 22,000

Rejected since I don't think players would actually want to use it, heh. I did put it in a game, but it was for an odd-ball npc. So, very much a npc item, not a PC item.


A note on "equipment bonus". That descriptor, along with "alchemical bonus", appeared IIRC in Arms and Equipment Guide, a 3.0 publication. It isn't in Pathfinder. However, it's very common to see it used.


varianor wrote:
A note on "equipment bonus". That descriptor, along with "alchemical bonus", appeared IIRC in Arms and Equipment Guide, a 3.0 publication. It isn't in Pathfinder. However, it's very common to see it used.
Core Rulebook, page 160 wrote:
Antitoxin: If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

There is no such thing as an equipment bonus, though.


varianor wrote:
A note on "equipment bonus". That descriptor, along with "alchemical bonus", appeared IIRC in Arms and Equipment Guide, a 3.0 publication. It isn't in Pathfinder. However, it's very common to see it used.

Yeah, you might be right. I think overseeing edition changes is a big trap in this contest. ( a trap i myself ran into - item slots - )


Core wrote:

My favorite thus far is the Ferryman's Coins. I think they would have had a decent shot at getting in if submitted.

So far we had 3 people who had thought of a ferryman's coin. (at least 2 with exactly the same name) if all those would have bben submitted and it's chances were as good as you said, the judges would be cursin' :D

RPG Superstar 2010 Top 32, 2011 Top 4 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 aka DankeSean

Mikhaila Burnett wrote:


The Map of Unseen Ways
... and I might *ahem* borrow the overall idea for a game I run in the future.

The Summoner's Tales
...Again, thinking I might borrow with your permission and interpret for my homebrew.

Torc of Transformations
...This one's definitely going in me "Need to borrow" column if I may?
...

Thanks for you comments. And feel free in all cases, I'd be honored. :-)

Azmahel wrote:

- Fun fact: the custom almost never involved putting the coins on the eyes of the deceased, it was just subverted in Pop Culture because it had a greater effect in film. In fact the coins where mostly placed under the tongue or on the mouth (even sealing the corpse, so that the spirit could not return and create an undead creature).

I was aware of this, but in the constant battle between historical accuracy and public perception, I'm just a shill for the masses. (In my universe, big, bulky plant eating dinosaurs are called brontosauruses, Pluto is still a planet, etc...) Plus I liked the possible plot complications of requiring two coins for the magic to work. 'Oh, high priestess of Pharasma, we beg of you to restore the soul of our companion which is locked in these... these... crap! Where's the other coin? Oh, no, that man who bumped up against me in the town square must have been a pickpocket!'

Samuel Kisko wrote:


My favorite thus far is the Ferryman's Coins. I think they would have had a decent shot at getting in if submitted.

You're killin' me, Smalls. :-) But like I said in the entry, I'd be too worried about accusations of plagiarism, or at the least, unoriginality. Hopefully my submitted item does as decent a job of marrying effect and flavor.

Azmahel wrote:


So far we had 3 people who had thought of a ferryman's coin. (at least 2 with exactly the same name) if all those would have bben submitted and it's chances were as good as you said, the judges would be cursin' :D

...yeah, plus what he said.


DankeSean wrote:

[

I was aware of this, but in the constant battle between historical accuracy and public perception, I'm just a shill for the masses. (In my universe, big, bulky plant eating dinosaurs are called brontosauruses, Pluto is still a planet, etc...) Plus I liked the possible plot complications of requiring two coins for the magic to work. 'Oh, high priestess of Pharasma, we beg of you to restore the soul of our companion which is locked in these... these... crap! Where's the other coin? Oh, no, that man who bumped up against me in the town square must have been a pickpocket!'

That's exactly what made me smile as the item crossed my mind. But as I said: a coin item that does what another top 32 item already did. so I went on to another idea.

But the coins were what finally got me to abandon the Drink of Many Draughts.

RPG Superstar 2010 Top 32, 2011 Top 4 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 aka DankeSean

Argh, the mesageboards ate an hour's worth of commentary. Okay, trying to fit the reduced version into 20 minutes or less:

Cobblestone of the First Road

I actually really dig this item, from the flavor alone. I agree that maybe it should be an artifact and do a bit more- at the very least, it feels weird seeing creation costs on something that's supposed to have been caused by the Earthfall.

Joss Sticks of the Ninefold Way
Nice, though your instincts were on. Swiss army knife, but given that it's a bunch of single use items, not a bad swiss army knife at all.

The Turned Coat
Really like the flavor and name on this one, but even in a stealth/diplomacy/spy styled game, it would be really, really specific in use.

Clockwork Chamberlain
I love some steampunk in my fantasy, so no problems with me on that count, but as far as it being an item I'd use... it might be somehting a character would pick up as a vanity item when they're rolling in gold and have a stronghold, but as an adventuring item, even with the spy factor, it's not too much use.

Symbiotic Sharkskin of the Dark Fathoms
I actually dug this, and I'm normally not into symbiotic items. But it's a scuba suit! How can you not love that. I did have some questions about it, though (for instance, it doesn't mention if the user can still breathe air, so I assume they still can... but if so, then I wonder how often you'll ever want or need to take it off.)

SHRUNKEN HEAD OF THE MAGI
The Jar of Al'ak'tal
OBDURATE OIL
BOOTS OF THE DWARVEN CHARGER
Manual of the Arcane Architect
Mask of the Night
Ring of Venom
War Banner

...Wow, Kenneth, you have some amazing ideas. Big ideas too, which is their main drawback at least as far as the contest. Almost everything here would be mangled beyond recognition by being compacted down- the boots are the only ones that I think would be good to go as is. (And the boots seem a very solid design, though maybe undercosted.) I absolutely love some of the big concept items though, the Jar being a personal favorite. I realy hope whatever item you did submit managed to keep the huge mojo of your big items without being crushed to death by word count, because I think i'd enjoy seeing your ideas at play in the rest of the contest.

Bertram’s Bursting Bestiary
I have a fondness for book items, so points there. Still, this doesn't feel particularly 'magical'... it's a book with information that gives a knowledge bonus, which is what non-magical books do too. true, the bonus here is bigger and more combat-oriented, but still... it doesn't jump off the page at me. (So to speak.)

Boots of Demanded Perfection
There might have been a good idea here with the kicking down the doors concept, but yeah, the boot in the rear end bit turns it into a gag.

Casters Bane
I like the concept, but yeah, costs a bit much.

Pharaoh's Blessing
Eeeee! Mummy beetles! Okay, leaving aside the fact that 'things crawling under my skin' is high up on my personal list of horrors, these are interesting- I like that they basically offer a choice between +2 extra hps/level and fast healing 4 (plus a net gain of +2 to fortitude.) Depending on the character concept, these could be highly tempting.

Siphuncle Shell
And from the lord of the Migrus comes a item both weird and creepy. It's cool, but like you said, I don't know that it's soemthing I'd ever need/want to use. (Maybe a spellcaster could creep into it in the middle of the night if the DM has a penchant for interrupting sleep with monsters?)

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

DankeSean wrote:


Symbiotic Sharkskin of the Dark Fathoms
I actually dug this, and I'm normally not into symbiotic items. But it's a scuba suit! How can you not love that. I did have some questions about it, though (for instance, it doesn't mention if the user can still breathe air, so I assume they still can... but if so, then I wonder how often you'll ever want or need to take it off.)

You would not lose the ability to breathe air. It only added a 2nd way to get air by filtering water they way a shark does it.

One of the things I would of modified, and didn't bother as I scrapped the idea early for another idea, was that it would take up the back slot. (the big fin.)

I did have a 2nd rewrite that explained it better, and in glove form so it was less "Underwater Spiderman" in feel. But while letting it rest I made 5 more "just because" items and 1 resonated so much better, so I took a gamble.

Dark Archive

DankeSean wrote:
Mikhaila Burnett wrote:


The Map of Unseen Ways
... and I might *ahem* borrow the overall idea for a game I run in the future.

The Summoner's Tales
...Again, thinking I might borrow with your permission and interpret for my homebrew.

Torc of Transformations
...This one's definitely going in me "Need to borrow" column if I may?
...

Thanks for you comments. And feel free in all cases, I'd be honored. :-)

When I pitched my Beloved Spouse (Kobold chorus: "We love you!") with the Map of Unseen Ways, she ate it up. She agrees it's definitely an artifact, and if she doesn't use it in one of our ensemble cast games I'm going to snap it up for my own homebrew. Thank you for the permission, I hope I'll do it the justice that it deserves.

Dark Archive

Eye of the Vanguard Sentinel

Spoiler:
Seems like a decent item, though I am not sure why Cat's Grace was included in the requirements. I don't see any aspects of the item being related to that spell. I would also allow a saving through if the wearer of the headband is unwilling. "Hey Bob! I found this headband at the bazaar. I think it would look awesome on you!"

Transcendent Bloom

Spoiler:
You have some fluff that doesn't add anything to the item. The second half could be shortened by using the awaken rules and stipulating that it lasts for 24 hours instead of it's normal permanent duration. You would have to explain the speak with x power better. 10 min duration, but unlimited times per day? 10 min/day but the minutes don't have to be consecutive? 10 min/day and they have to be consecutive?

Dark Archive

Quote:

Pharaoh's Blessing

Eeeee! Mummy beetles! Okay, leaving aside the fact that 'things crawling under my skin' is high up on my personal list of horrors, these are interesting- I like that they basically offer a choice between +2 extra hps/level and fast healing 4 (plus a net gain of +2 to fortitude.) Depending on the character concept, these could be highly tempting.

Thanks : ) I decided not to go with them because I wasn't quite sure the best ratio for con drain/ fort gain + fast healing. That and it was coming fairly close to the 300 word limit. In the end I went for a simpler item.


Winterwalker wrote:

Self Rejected.

My weakness has always been water based adventures though. I love the idea of being in an underwater horror show. I did however stop developing this when I had a different idea, but maybe I'll rework this for my home game at some point.

I thought the initial idea was neat, but it got to complicated and then it seemed awfully campaign specific, and when I proofed it I didn;t understand my own writing, or I wasn;t relaying what was in my head properly. So I scrapped this idea.

But here it is in it's early form:

Symbiotic Sharkskin of the Dark Fathoms
Aura moderate transmutation; CL 9th
Slot none; Price ?? gp; Weight 20 lbs.
Description
This living suit of Symbiotic Sharkskin conforms to it's wearers form, flowing over the skin with rippling waves as it bonds to the skin. Donning the suit requires one minute as the skin acclimates to the wearers body, growing small fins about the arms and legs and one larger fine in the square of the back, leaving only the head exposed.

When submersed in water the skin envelops the wearers face leaving only a featureless gray portrait accentuated by twin, bottomless, black eyes.

Symbiotic Sharkskin protects it's wearer from the pressures of the deepest oceans, rendering it's wearer immune to any crushing damage incurred from diving or depths, as well as granting it's wearer water breathing while moving or swimming underwater. Failure to remain in constant motion impedes the ability for the suit to filter air from the water passing over it, and thereby subjecting the wearer to potential drowning.

If worn for consecutively for one week or more the wearer and skin become empathetically linked. While linked this way the wearer gains the ability to use the Scent feat underwater, a natural swim speed of 40, as well as a +5 competence bonus to swim checks.

Attempting to remove empathetically linked Symbiotic Sharkskin is impossible to do alone, and requires another person to help painfully peel the layers of gray skin off. Removing it in this fashion takes five minutes, and requires the wearer to pass a DC 14 fortitude saving throw or be exhausted and nauseated until she receives complete bed rest.

Construction
Requirements Craft Wondrous Item, water breathing; Cost ?? gp

What was in my head was that you gained these powers through an empathetic link to the primal nature of a shark. But it didn't quite come off that way in hindsight, and would of gotten to wordy to do it justice.

Probably just as well that you rejected it; rather than thinking 'that's cool' my first thought was 'umm, that's a rewrite of the Cloak of the Manta Ray with an if you wear it a really long time clause added'.

;)

Star Voter Season 6, Star Voter Season 8

Azmahel wrote:


- Fun fact: the custom almost never involved putting the coins on the eyes of the deceased, it was just subverted in Pop Culture because it had a greater effect in film. In fact the coins where mostly placed under the tongue or on the mouth (even sealing the corpse, so that the spirit could not return and create an undead creature).

Depends on the culture as well. In ancient Greece and Rome the coins were to pay Charon's toll across the the Acheron otherwise the soul was doomed to walk the shores of the Acheron in search of a way to the land of the dead for 100 years. While in other cultures coins were so the soul could pay to bypass purgatory or the judging periods of the soul.

In other cultures it was believed that by smashing a brick or large into the recently departed mouths would stop the dead from returning as a vampire. Many scientist believe this belief was caused by the onset of rigermortis causing the jaw to open and other muscles to contract thus creating the illusion of dead returning.


FireHawk wrote:
Depends on the culture as well. In ancient Greece and Rome the coins were to pay Charon's toll across the the Acheron otherwise the soul was doomed to walk the shores of the Acheron in search of a way to the land of the dead for 100 years. While in other cultures coins were so the soul could pay to bypass purgatory or the judging periods of the soul.

I thought Charon was the ferryman for the Styx....?

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

Draeke Raefel wrote:

Transcendent Bloom

** spoiler omitted **

Thanks for the input. I certainly didn't feel the item was good enough for the contest. Your (and many other) thoughts confirm that notion.

I realize the item is awaken in a can (well, a flower), but I didn't want to leave the attribute to random rolls, which is why I specified the values.

Also, I specified the "speak with x" as "once per day", but I suppose I could have indicated that the 10 minute duration could not be broken up.


varianor wrote:
A note on "equipment bonus". That descriptor, along with "alchemical bonus", appeared IIRC in Arms and Equipment Guide, a 3.0 publication. It isn't in Pathfinder. However, it's very common to see it used.

It is indeed a 3.0 bonus type, I still play a lot of D20 Modern so it creeped in. The final edit was to scrap it, not to fix it.

Thanks for the inputs BTW. It just confirms what I thought was wrong with it. My entry was far more original, and keep worthy (I think).


The only problem I have participating in this thread is that I might want to clean up, or use for inspiration, some of my items from my reject bin. It also leaves alot of room for plagiarism next year...

Please, carefully consider the items you place in here, as you may accidentally post a winner here(of course True RPG Superstars never run out of good ideas! Haha!).

RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8

DankeSean wrote:
Argh, the mesageboards ate an hour's worth of commentary.

For long posts like that, a draft in notepad or word is the best friend you will ever, ever have. The hunger of the forum is never sated.

RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8

Draeke Raefel wrote:

Eye of the Vanguard Sentinel

Seems like a decent item, though I am not sure why Cat's Grace was included in the requirements. I don't see any aspects of the item being related to that spell. I would also allow a saving through if the wearer of the headband is unwilling. "Hey Bob! I found this headband at the bazaar. I think it would look awesome on you!"

Cat's Grace is for the +2 stealth bonus - though something like Invisibility may be more appropriate.

I doubt a save would be necessary, but I could add that the wearer can feel whenever the connection is active. That way, you can just remove the headband to prevent prying eyes.

Star Voter Season 6, Star Voter Season 8

Urizen wrote:
FireHawk wrote:
Depends on the culture as well. In ancient Greece and Rome the coins were to pay Charon's toll across the the Acheron otherwise the soul was doomed to walk the shores of the Acheron in search of a way to the land of the dead for 100 years. While in other cultures coins were so the soul could pay to bypass purgatory or the judging periods of the soul.
I thought Charon was the ferryman for the Styx....?

depends on who you read ;)

http://en.wikipedia.org/wiki/Charon_%28mythology%29
"Most accounts, including Pausanias (10.28) and later Dante's Inferno (3.78), associate Charon with the swamps of the river Acheron. Ancient Greek literary sources — such as Pindar, Aeschylus, Euripides, Plato, and Callimachus — also place Charon on the Acheron. Roman poets, including Propertius, Ovid, and Statius, name the river as the Styx, perhaps following the geography of Virgil’s underworld in the Aeneid, where Charon is associated with both rivers."

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