The Voluntary Reject Bin


RPG Superstar™ 2010 General Discussion

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Dark Archive

Hey Danke! I spent about... 3 hours drafting up a heavy writeup for the Map, and I kinda ... overthought it. While I'm pretty much scrapping the class specific stuff for my home game, I thought you might get a kick out of what I came up with. It's NOT balanced, and some of it's a bit out there, but I believe it might inspire some further thought on the subject.

Major Artifact?:

Major artifact:

Created centuries ago, its history lost, this oversized and elaborately drawn map is an incredibly useful tool to nearly any adventurer or explorer. Printed on an unknown material which, to all perceptions resembles heavy parchment, is nigh indestructible the Map is drawn with incredible attention to detail. The area shown on the map is determined by the owner’s environment. In underground areas with no sky view, the area depicted will be 400 square feet, centered on the owner’s position. In outdoor areas with a clear view of the sky, the area depicted will be 50 square miles, also centered on the owner’s position.

The Map’s owner will always automatically know which way is north, as though under the influence of a know direction spell at all times. Those taking a full-round action to review the Map, however, will notice details on the Map that are not actually present in the world around them. Doors in hallways before them may be missing, hallways themselves longer, buildings not present in their environs will be shown in loving detail on the Map. This is not a mere illusion, nor is it an error in the Map, but it is the presence of alternate realities in conjuction with the world in which the Map’s owner resides. By exerting willpower and his or her own life force – voluntarily taking 1d4 temporary Wisdom and 1d2 temporary Charisma damage – the Map calls these alternatives into their own world. Such damage can be restored by rest or restoration as normal, but if magically restored the alterations will vanish as though they had never manifested at all. Otherwise, all alterations are permanent unless the Map’s owner undergoes the process again to return the original status quo.

In addition to these abilities, this artifact manifests additional abilities based on the favored class of its owner.

For a Bard, the Map of Unseen Ways will automatically generate a musical score of any performance made by the owner. If the performance is spoken words, a verbatim script will be generated. If it is a dance performace, the steps and choreography will be rendered into textual form. Only one performance can be recorded and stored in this manner. Any non-Bard can use this text to perform an identical routine to the one which generated the script, with the performance check result matching that of the original performance, plus or minus the performer’s actual Charisma modifier instead of that for the original Bard. This function is stored on the reverse side of the Map itself, and does not hinder or impede the primary function of the Map.

A Barbarian who owns the Map receives the unique benefit of a full rendering on the Map of all

Any Cleric owning the Map can use its primary function once per month to call into existence an incredibly well constructed and artfully designed cathedral appropriate to the deity they serve. This cathedral behaves in most ways as masterwork stonework, not to exceed 3000 square feet of floor space. The interior will be furnished in a spartan manner, but will have an altar appropriate to the deity or power served and seating for a congregation of 50 creatures of the same size category as the owner. Furthermore, an area of one square mile, including the cathedral, is protected as though hallowed or unhallowed as determined by that Cleric’s channel energy class ability. The hallow/unhallow effect otherwise functions – for purposes of dispel magic, etc - as though cast by a 20th level Cleric. Each cathedral must be at least 50 miles distant from any other such cathedral, and any attempt to use this power inside that radius will fail and expend that month’s use of the Map.

A Druid who owns the Map can also use a full-round action to view weather and atmospheric information for the area shown. By concentrating for ten full minutes and expending one spell slot of at least 1st level the Druid can predict, in detail, weather patterns for the viewed area for the next 7 days. This display will not include any unnatural changes, but will otherwise accurately predict all meteorological information. By spending one full minute in concentration, during which time the owner is considered flat footed, the owner can influence the weather as though using a maximized version of the following spells: Gust of Wind, Fog Cloud, Call Lightning Storm, Sleet Storm, Ice Storm, and Control Weather. If other variables are required, the caster level is assumed to be twice the Druid’s actual caster level. Each spell can only be invoked once per week, and use of the Control Weather function will cause the owner to become fatigued for 1 hour.

A Fighter who owns the Map can also see any creatures – including those using magical concealment such as invisibility, etherealness, etc. - within the region shown, along with their path of movement. By studying this information for one full minute, a Fighter can direct any allies or military units under their command to greater effect. All allies or units so affected will gain a +2 bonus on to hit and damage rolls. Any ally affected who is already able to use a Favored Enemy class ability on an affected enemy gains an additional +2 on all checks that would benefit from their Favored Enemy ability.

A Monk owning the Map will

A Paladin gains the following benefits from owning the Map. Any evil outsiders within the displayed area are displayed on the Map if the Paladin spends one full-round action concentrating. Once per 10 minutes, a Paladin using the Map may use Banishment, with the effective caster level being double the Paladin’s class level for the following variables: HD of creatures affected and caster level check to overcome spell resistance. The Will save to resist is based upon the Paladin’s Charisma instead of Wisdom.

Rangers owning the Map will have the immediate benefit of doubling the area shown on the Map, and can use all functions as normal within the increased range. Furthermore, upon spending 1 full minute in concentration, a Ranger will gain access to the Favored Terrain class ability for any and all terrain types within the displayed area for one full day. Should the Ranger leave the area shown during the use of this function during the duration, another full round will need to be spent to reattune. Finally, as a full round action, a Ranger may use the Map to invoke a the spell Pass Without Trace at a caster level equal to twice their Ranger level. Any creature affected by this Pass Without Trace ability also gains the ability Woodland Stride, as per the Ranger class ability.

A Rogue owning the Map is able to, as a full-round action, make use of the spell Shadow Walk with a caster level equal to twice their Rogue class level for purposes of creatures that can travel with them. A one round pause is required at the edge of the Map’s visible area to reacquire the path that the spell will take when travel is resumed. Additionally, a Rogue who spends a full-round concentrating can see any secret doors and traps within the area displayed and can bypass them as though having succeeded on a disable device check by 10 or more and needs not actually touch the trap to disable it in this manner.

A Sorcerer owning the Map is able, upon concentrating for one full round, to see all lingering magical effects as though having spent a full three rounds studying them, and will automatically gain full knowledge of all schools of magic and aura intensities without a spellcraft check. By expending at least one spell slot at a minimum of first level, a Sorcerer can also suspend any such magical effect for as long as they concentrate and take no actions other than moving at half their normal move speed. An effect which would normally require a caster level check still requires one, but the owner has a +15 circumstance bonus. Once concentration ends, the suspended magical effect immediately resumes and will affect any target normally, though any variables will be considered maximized and widened for one hour after their suspension is lifted.

A Wizard who owns the Map may at any time as a full-round action call into existence an Instant Fortress, exactly as rendered by the wondrous item of the same name. In addition to the standard functionality of such an item, this Fortress may be summoned within spaces in which it would not normally fit, occupying all space available without damaging its environs or itself. The Fortress so created will also allow any items stored inside by its owner or their designees to remain stored even when dismissed, thus returning when the Fortress is called forth anew. This will happen whether or not the Fortress is dismissed normally, or dismissed by damage which would otherwise destroy it. Finally, a Wizard who spends one hour resting within this structure may regain spells as though having rested for a full 8 hours and may memorize spells from their spellbook immediately thereafter.

Hope you enjoy!


Wicht wrote:
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.

I deffinately agree. The GP value was something I was still working out. I think in a rewrite I would lower the bonus to +2 and increase the GP value. But hey, that's another good reason for not having submitted it :)


Azmahel wrote:

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 :)

I agree. It's very similar to the old fashioned Ring of Spell Storing in D&D, but a bit more encumbered. My original write up of this was actually an artifact. I tried lowering the power a little. Glad I didn't submit it, though. It is too powerful.

Azmahel wrote:

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.

It actually isn't much more powerful than a couple of spells that exist, but since there isn't a limited number of uses I think it is too powerful also. In a rewrite I would either say 1/day use, increase the % chance of error/failure, or even give it a limited # of uses (charges) before being destroyed.

Azmahel wrote:

OBDURATE OIL

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

Yeah, as I said above, I'd probably rewrite this with a +2 AC bonus and increase the GP cost. The idea, though, is to increase the hardness of the armor. So, the metal is stronger, not magical. Still, +4 is probably too much, when you consider putting it on magic armor. Perhaps one way to restrict it is to say it won't work on magic armor, or such armor can't be enchanted after the fact.

Azmahel wrote:

BOOTS OF THE DWARVEN CHARGER

again too complex, also i don't recall a "maneuver" feat.

I don't know about complex. I mean, really it just increases rules that already exist. I thought I found "manuever" in the book, but maybe I was dragging up older D&D rules from the cobwebbed corners of my mind. It happens time to time. I didn't scrutinize it since I didn't submit it.

Azmahel wrote:

Manual of the Arcane Architect

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

Never played Exalted. In my campaign it would have come into play in almost every group of PCs :)

Azmahel wrote:

Mask of the Night (wondrous Item)

Again nice idea, but i would love to see it played out in a more simple, elegant way.

Making it simpler would have been necessary for submission. It was originally designed as a unique item. I never got into the details on exactly how the benefits would play out and I certainly would want to fine tune it if I was going to use it. It was undeveloped idea.

Azmahel wrote:

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.

Yep. That's exactly the inspiration for it. It was essentially a figurine of wondrous power that had a very specific purpose. Of course, I wrote this in D&D 2nd Edition originally, so it needed some serious converting. I didn't get far enough with it to decide to pull the spider/venom stats for Pathfinder.

Azmahel wrote:

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.

I actually left out about 3 or 4 items I had conceptualized in the last couple weeks and decided not to develop. This one was a last minute idea based on something I had come up with ages ago. It is exactly what you suggested, a buffed up Prayer effect. The idea is that the PC carrying it into battle is normally not a target (Prot from arrows, sanctuary); but grants a boon to those in the battle. My campaign world is very focused on religion and religious wars, so this is a very useful item for those in or leading battles.

Thanks for your thoughts Azmahel.


DankeSean wrote:

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.

Thanks DankeSean,

Yeah, I tend to be prolific at first and have to wittle things down. But as I always say, "prolific doesn't mean terrific". Some of these items were way too detailed, too big, too complex or just too powerful. My final submission was, I think, 299 words. I went with something simple, yet useful, and hopefully elegant. I had only one, i believe, descrptive sentence. The rest was simple rules. It did have a few drawbacks, and I forgot one major thing, so I don't know if it will make the final cut. Here's hoping :).

Gosh, I hope I have time to review all of these items and post my own comments. There are some great ones here!

Ken


First of all, I like all these submissions. So far they all are worth putting in a book,
though some need work. My comments are below, some maybe negative but are simply
the thoughts I had upon reading the item.

Eye of the Vanguard Sentinel
I like it, but am not sure I would want to take up that magical item space with it.
I think it would make a great spell first and foremost, with the magical item as
almost an afterthought. Just my input.

Transcendent Bloom
A very interesting item. I think it would be a great one time use sort of thing in
an adventure, much like some of my own discarded ideas. Some of the powers are a bit
obscure. What does "limited by the target's ability to understand its surroundings" mean?
Also, what is the "gift of enlightenment". All in all, it's description is a bit
"flowery". Sorry, couldn't resist. It's a nice idea, but is limited in use.

Comical Painting
Ha hahahahahahahaahahahahahahahahahahahaha....sorry, failed my save.

Puzzle Box
A simple idea, but seems a rather weak version of the Arcane Lock spell.
I'm not sure why anyone would create one. Maybe instead have it be a
"cursed" item, created accidentally.

Magic Harness
I like it. Very simple, but very useful. Three successful grapple checks
should be fairly difficult on the big tough creatures. The save to resist
would be a the real key, since it is a mind affecting ability. A will save
does seem necessary.

I might have wanted to use this on an old girlfriend...

BAD KEN!

Sorry...

Seaskimmer's Sails
Not sure I know what this would be like. Not enough description.

Entangling Embrace of the Earth Mother
This is really cool...as the product of a monstrous plant. It doesn't sound like a
magical item to me though. Maybe I'm not thinking like a Druid right now though. Hmmm.

Still, very cool.

Idol of the Apostate
Excellent. I love divine magical items and this one is very spiffy. Very useful.
However, I think the price is too low. Its regular powers aren't fantastic,
but its one time use seems a bit powerful for that price. That's just me, though,
and pricing isn't my strong suit.

Reliquary Coffin
Another nice divine magical item. I like those. This one is useful for a church
or temple. I think it needs a few different spells in the creation though, and
if submitted would have to be a bit shorter, but it is a good item in my
opinnion.

Magma Seed
Kind of neat. I think it'd be cool to throw out to a PC once, but after that it
would lose its interest. Also, a bit low on the cost, for me at least. But,
I give kudos to anything containing the word "Magma" (Dr. Evil voice).

Magefoam
Weird.

Elder's Rainstick
Seemingly an obvious magic item, yet one that never seems to show up in magic
item books. Good work. I'd cut down the wording some, but hey, you weren't
submitting it so what does that matter. I particularly like the "Great Elder's
Rainstick" and would have suggested you just submit that one.

Drink of Many Draughts
Neat, but I think I'd need to play test it a while to make sure it's not broken.

Spoon of Dungeon Eating
I got indigestion just reading about it. Interesting idea, not sure it goes
beyond the "spiffy" stage though. Seems more a unique item. Not many people
would create or want one.

Flowers of the False Funeral
10,800 Gp? I'll buy 3!

Cool idea, but maybe a bit too powerful. I'm not big on resurrections, though,
so maybe I'm biased.

Ok, It's gonna take forever to get through these....more posts tomorrow (hopefully!)

Ken

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

Thanks for all the comments so far on my ideas! I'll post some comments on various items in a bit.

Mikhaila Burnett wrote:

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.

I had thought about that, but wasn't sure if it would confuse the issue.

The standard's shaft is not a magic weapon, but can be employed as a clumsy sort of adamantine longspear with, in total, a -1 penalty to attack rolls.

(Still might be worth doing in some situations.)

Dark Archive

Starglim wrote:

Thanks for all the comments so far on my ideas! I'll post some comments on various items in a bit.

Mikhaila Burnett wrote:

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.

I had thought about that, but wasn't sure if it would confuse the issue.

The standard's shaft is not a magic weapon, but can be employed as a clumsy sort of adamantine longspear with, in total, a -1 penalty to attack rolls.

(Still might be worth doing in some situations.)

If there's one thing I've learned about gamers, it's that they will almost always do the unexpected. And if you give them a long pointy thing that specifically has an adamantine tip, it will almost definitely get used as a spear.


Starglim wrote:

Thanks for all the comments so far on my ideas! I'll post some comments on various items in a bit.

Mikhaila Burnett wrote:

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.

I had thought about that, but wasn't sure if it would confuse the issue.

The standard's shaft is not a magic weapon, but can be employed as a clumsy sort of adamantine longspear with, in total, a -1 penalty to attack rolls.

(Still might be worth doing in some situations.)

Vladislav Rashkovski's successful Top 32 entry from last year was the Scarlet Legionary Banner, which got a lot of judgely criticisms for including a throwaway mention that a desperate standard bearer could, in fact, use it as a weapon. (Since they felt it strayed away from Wondrous Item towards Magical Weapon too much.)

You guys DID read all the previous years's entries before working on your own ideas, right? ;) I almost submitted one that someone had already done until I did that!

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

JaceDK wrote:
DankeSean wrote:
Argh, the message boards 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.

Beats sacrificing virgins, I guess. Anyway, lesson learned.

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:
Hey Danke! I spent about... 3 hours drafting up a heavy writeup for the Map, and I kinda ... overthought it. While I'm pretty much scrapping the class specific stuff for my home game, I thought you might get a kick out of what I came up with. It's NOT balanced, and some of it's a bit out there, but I believe it might inspire some further thought on the subject.

-snip 1500+ words of pure awesome-

Wow. Mikhaila, I'm genuinely in awe that my half-thought out idea has lodged so hard inside your head. That's great, and certainly far more than I ever expected when I was originally tossing the concept around in my brain. Your execution of it is really cool to behold. It's probably much larger than I'd have done with it even if I'd been designing it as an artifact from the getgo, but you know your campaign needs better than me. I don't know that it even really needs the class specific stuff (my usual feelings towards artifact design are less about making it a tool for all seasons, but that it should do one thing REALLY WELL) but it's certainly fun to see them. You're right, it's still lacking in balance (the class specific abilites specifically are out of whack next to one another- the bard gets to let someone else make use of one of his class abilities, while the wizard gets his hands on the world's largest portable hole...) but it's just ideas being tossed around, so that's all cool.

As far as working out the map's main purpose... well, first of all, your descriptive text is really just gorgeous and I love seeing it written out like that. And I'd never even given thought to using it outdoors, weirdly... I'd never let my mind wander beyond it as a dungeon tool. I think you might want to reconsider having it reflect a HUGE overland area, because you might just be leading to your players nuking the Dark Lord's Castle from 25 miles away. As far as the exact mechanics of how it would work... well, i never got that far myself, so you're much further along than I was as far as that goes. Right now it's an item that would need a lot of DM adjudication with each use, which is fine if you don't mind having to do so. As far as when I was trying to make this a contest entry, I obviously had to try and give it specific definitions. At one point I had a table (which of course I can't find now) listing a bunch of spell effects I'd like it to roughly replicate and having a wisdom cost associated for each effect. So turning a door into an open archway (which I judged more or less equivalent to a knock spell) cost 1 point of wisdom damage, while making a tunnel or hole appear out of thin air (a passwall effect) or suddenly sealing off an opening (wall of stone) would be two, say, while turning a 10x10 room (...presumably with an orc guarding a chest) into a thousand square foot cathedral space would cost three or four. (And it was only last year when researching that last effect that I realized distance distortion no longer seems to exist as a spell. Though I suppose the fact that it apparently took me nine years to realize it was missing says a great deal about why it got edition-dropped. Still, I feel old.) Obviously, given how broad a range of powers it's supposed to have, I wouldn't have been able to stat out everything it could do, but I was figuring I'd just indicate some very general powers that could be applied to a wide range of situations. (So the passwall power could be used to make a side tunnel, make a doorway where there was none, make a pit in the floor, etc...)

I do quite like your mechanic of the wisdom damage being tied to the longevity of the alterations- I wasn't sure how long I'd want the effects to remain in place myself, but I think that could work well. I was concerned about it being used as a 'wreak havoc on the dungeon all day' card, but I was hoping that nobody would want a LOT of wisdom damage to accumulate, so even if it got passed around from user to user there would only be so much wackiness done in one day. (f course, that's when the cleric breaks out the wand of restoration...) So your idea could actually help keep that from happening, assuming the party cares about keeping the changes in effect longger than a few minutes. Also, maybe the process of coming to be able to read and alter the map could require a period of attunement, so it couldn't just be passed around from one wisdom dump stat character to another.

Anyway, hope my random thoughts on it help you with making it your own.

Star Voter Season 9

There are some great items on this thread. If these are the rejected ones, I'm:
a) looking forward to seeing the first string items on the 19th, and
b) just a little bit intimidated.

A few standouts:

Sir Ophiuchus wrote:
Idol of the Apostate

This one really caught my eye. Great title, and I love the first power: "it whispers the name of the site's patron deity". Very cool and original. (Detect evil at will risks trespassing on turf that rightfully belongs to the paladin though.)

tejón wrote:
Magma Seed

I liked this one a lot. All my PCs want one of these. I get to create lava? Awesome.

taig wrote:
Transcendent Bloom

Very flavorful

Fax Celestis wrote:
Bottled Lightning

Great title, tight theme.

DankeSean wrote:
The Map of Unseen Ways

Original concept that really caught my attention. As you say though, 300 words would have been tough.

Marathon Voter Season 9

This was the first thing i wrote for this this years RPG superstar, back in the autumn.

Cipher-Plague Mask
Aura faint necromancy; CL 5th
Slot head; Price 2500 gp; Weight 1lb.
Description
This yellow waxen mask is painted with a mess of Thassilonian runes. An evil individual wearing the mask can spend a free action to babble incoherently, exposing any creature who hears him to Thassilonian Aphasia. The cipher-plague mask functions once per day.

Thassilonian Aphasia
Type disease, auditory; Save Will DC 14
Onset 1d3 rounds; Frequency 1/day
Effect Lose 1 language each time a save is failed, starting with the targets native language. Lost languages return at a rate of 1 per day. If the target fails 3 consecutive saves, he learns Thassilonian and any attempt to communicate verbally exposes listeners to Thassilonian Aphasia; Cure 2 consecutive saves
Construction
Requirements Craft Wondrous Item, contagion; Cost 1,250 gp

Dark Archive

taig wrote:
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.

Ah. I missed the once per day. You wouldn't need anything else then. Though it might be more interesting with the 10 minutes that do not have to be consecutive per day. It seems more useful that way.

Dark Archive

JaceDK wrote:
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.

It doesn't have to let the wearer know. It just didn't seem to fit the theme that it could be used to make an unaware subject a spy. The theme seemed to be a willing ally acting as a scout.

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

Zombieneighbours wrote:

This was the first thing i wrote for this this years RPG superstar, back in the autumn.

Cipher-Plague Mask
Aura faint necromancy; CL 5th
Slot head; Price 2500 gp; Weight 1lb.
Description
This yellow waxen mask is painted with a mess of Thassilonian runes. An evil individual wearing the mask can spend a free action to babble incoherently, exposing any creature who hears him to Thassilonian Aphasia. The cipher-plague mask functions once per day.

Thassilonian Aphasia
Type disease, auditory; Save Will DC 14
Onset 1d3 rounds; Frequency 1/day
Effect Lose 1 language each time a save is failed, starting with the targets native language. Lost languages return at a rate of 1 per day. If the target fails 3 consecutive saves, he learns Thassilonian and any attempt to communicate verbally exposes listeners to Thassilonian Aphasia; Cure 2 consecutive saves
Construction
Requirements Craft Wondrous Item, contagion; Cost 1,250 gp

It's more a way to introduce a new disease than a magic item (disease-in-a-box?) so it doesn't really meet the contest criteria in that regard, but wow, that's a hell of a neat disease!

Dark Archive

DankeSean wrote:
Zombieneighbours wrote:

This was the first thing i wrote for this this years RPG superstar, back in the autumn.

Cipher-Plague Mask
Aura faint necromancy; CL 5th
Slot head; Price 2500 gp; Weight 1lb.
Description
This yellow waxen mask is painted with a mess of Thassilonian runes. An evil individual wearing the mask can spend a free action to babble incoherently, exposing any creature who hears him to Thassilonian Aphasia. The cipher-plague mask functions once per day.

Thassilonian Aphasia
Type disease, auditory; Save Will DC 14
Onset 1d3 rounds; Frequency 1/day
Effect Lose 1 language each time a save is failed, starting with the targets native language. Lost languages return at a rate of 1 per day. If the target fails 3 consecutive saves, he learns Thassilonian and any attempt to communicate verbally exposes listeners to Thassilonian Aphasia; Cure 2 consecutive saves
Construction
Requirements Craft Wondrous Item, contagion; Cost 1,250 gp

It's more a way to introduce a new disease than a magic item (disease-in-a-box?) so it doesn't really meet the contest criteria in that regard, but wow, that's a hell of a neat disease!

Also, how long does it last? It is a will save so I can see people wanting to voluntarily fail 3 saves to gain the language bonus and be able to spread the disease. Everyone around you constantly makes will saves? That seems like it would bog down the game as well.

Marathon Voter Season 9

DankeSean wrote:
Zombieneighbours wrote:

This was the first thing i wrote for this this years RPG superstar, back in the autumn.

Cipher-Plague Mask
Aura faint necromancy; CL 5th
Slot head; Price 2500 gp; Weight 1lb.
Description
This yellow waxen mask is painted with a mess of Thassilonian runes. An evil individual wearing the mask can spend a free action to babble incoherently, exposing any creature who hears him to Thassilonian Aphasia. The cipher-plague mask functions once per day.

Thassilonian Aphasia
Type disease, auditory; Save Will DC 14
Onset 1d3 rounds; Frequency 1/day
Effect Lose 1 language each time a save is failed, starting with the targets native language. Lost languages return at a rate of 1 per day. If the target fails 3 consecutive saves, he learns Thassilonian and any attempt to communicate verbally exposes listeners to Thassilonian Aphasia; Cure 2 consecutive saves
Construction
Requirements Craft Wondrous Item, contagion; Cost 1,250 gp

It's more a way to introduce a new disease than a magic item (disease-in-a-box?) so it doesn't really meet the contest criteria in that regard, but wow, that's a hell of a neat disease!

Yeah, I know. It is why didn't enter it. Clark basically said similar things about some of the items I put together last year but didn't enter. I guess I am lucky enough to atleast know what I shouldn't enter

RPG Superstar 2009 Top 32

Zombieneighbours wrote:
Cipher-Plague Mask

Why does this item only function for evil characters? The disease it causes is annoying, but not actually damaging or fatal.


This is one that I didn't think was terrible, but it wasn't awesome either. I tend to make subtle utility items rather than Uber gear. I rejected it due to lack of Uber. It doesn't replace a rogue, but it does replicate a Paladin's trapfinding skills.

Sacrificial Lamb

Spoiler:
Aura faint evocation, conjuration and necromancy; CL 3
Slot-; Price 6000gp; Weight 1 lb.
Description
This adamantine ball about the size of an apple is covered with a mosaic pattern of holes which glow with a fierce light when activated. When inert it is dark and something rattles inside. Upon activation the orb floats about with a speed of 20 and radiates light as a torch. It also buzzes in a happy little sing song a little louder than a whisper. It responds to simple verbal commands and flies wherever it is directed to. It can exert up to 20 lbs of force. Should it go farther than 60 feet from the user or lose line of effect, it deactivates and drops to the ground. In addition to light, it also radiates as a medium life form, all alignments and all races to detect spells and similar divination. This might activate glyphs, wards and spells like alarm. It has a hardness of 20 and 10 hit points. It is diminutive with an AC of 13. Activating it is a standard action and it is deactivated by grabbing it out of the air, a move action. It functions for thirty minutes per day, which not need be consecutive.
Construction
Requirements Craft Wondrous Item, false life, unseen servant, light; Cost 3000gp

Dark Archive

Charlie Dunn wrote:

This is one that I didn't think was terrible, but it wasn't awesome either. I tend to make subtle utility items rather than Uber gear. I rejected it due to lack of Uber. It doesn't replace a rogue, but it does replicate a Paladin's trapfinding skills.

Sacrificial Lamb

** spoiler omitted **

I REALLY dig this. Like a lot. Gold star!

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:
Charlie Dunn wrote:

This is one that I didn't think was terrible, but it wasn't awesome either. I tend to make subtle utility items rather than Uber gear. I rejected it due to lack of Uber. It doesn't replace a rogue, but it does replicate a Paladin's trapfinding skills.

Sacrificial Lamb

** spoiler omitted **

I REALLY dig this. Like a lot. Gold star!

Agreed.

Charlie Dunn wrote:
It also buzzes in a happy little sing song a little louder than a whisper.

...and then you send it off to get smashed by traps. That is just MESSED UP. (In the best possible way.)

Dark Archive

Charlie Dunn wrote:

This is one that I didn't think was terrible, but it wasn't awesome either. I tend to make subtle utility items rather than Uber gear. I rejected it due to lack of Uber. It doesn't replace a rogue, but it does replicate a Paladin's trapfinding skills.

Sacrificial Lamb

** spoiler omitted **

I like it. However, as written, it allows the orb to float in any direction. If this is the case you might need to add another spell to the requirements( unseen servant does not give a fly speed ), or limit it's maximum height above ground to 5' or something. As is, it can be used for a vareity of things that are probably not intended. It could be an easy way to move small objects across chasms( less than 60' across ) for instance.

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

Draeke Raefel wrote:
taig wrote:
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.

Ah. I missed the once per day. You wouldn't need anything else then. Though it might be more interesting with the 10 minutes that do not have to be consecutive per day. It seems more useful that way.

I agree with you. It could allow 1-minute increments of use up to 10 minutes per day.

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

Charlie Dunn wrote:

This is one that I didn't think was terrible, but it wasn't awesome either. I tend to make subtle utility items rather than Uber gear. I rejected it due to lack of Uber. It doesn't replace a rogue, but it does replicate a Paladin's trapfinding skills.

Sacrificial Lamb

** spoiler omitted **

Nice flavor, without being overwhelming. You give me an excellent picture of what this item feels/sounds/looks like.


Clark Peterson wrote:

Must...resist...desire...to...comment...on...these...items....

Ah, there. Made my Will save. Whew.

Awwwww....


Clark Peterson wrote:


I guess I failed my Will save after all. Darned delayed blast spells.

HAHA!


First of all, I like all these submissions. So far they all are worth putting in a book,
though some need work. My comments are below, some maybe negative but are simply
the thoughts I had upon reading the item.

Now...I will pick up where I left off:

Token of Knightly Prowess
Another item that seems obvious but rarely appears in books. I like the core abilities.
I think connecting it to the powers of another magical item is a mistake. Probably
better to give it more of its own unique powers.
Finally, the Diehard just needs some editing work.
Good idea and worth putting the extra effort in to finalize.

Bottled Lightning
Simple and effective. Yes, a "spell in a jar", but that's what many wondrous items are.
I think that since it just duplicates other spells it wouldn't make superstar, but after
all, I'm sure that's why it's here and not there.
Good job.

Advancing Standard
"can only be removed by an enemy of the bearer by making a DC 25 Strength check. "
Great idea. The only questions I have are, can an ally remove it, and, what if the
"bearer" dies?

Xorn Claw Gauntlet
I think this deserves pursuing. It should have an attack ability, IMHO.
Also, does it grant an armor or cover bonus? Can it pass through metal or
just stone? Worked stone or just unworked stone?
This has a lot of potential :)

Ever-Flaring Torch
I think I've read something like this somewhere else.

Last Breath of the Venerated Dead
Definately more of a "spell in a can". The effects on the living confused me.
What was the intent there?

Glimpse of the Sun
Eh...I'm not big on spectacles. They were rarely used in the historical eras that these
games are based on and I just don't like incorporating them into my campaign. So, I will
withhold thoughts on the abilities of this magical item.

The Map of Unseen Ways
Wow. Yeah, I agree with your comments. It deffinately is more of an artifact.
That said, though. I think it is a great idea for a way for uber level wizards to
create such maps to control their lands. It should be tied to a magical obilisk in
the middle of the area which if destroyed or moved would break the spell. Very cool
but very powerful.

The Summoner's Tales
This reminds me of a project I was working on to enhance the powers of Bards. This
would fit nicely into such a product. The project was intended to expand upon the
bardic powers by creating more feats and unique abilities for the bard to use. The
Bard would combine feats and abilities and sometimes spells to create more powerful
effects. Also, it incorporated a lot of real world musical knowledge, of which I
have sparingly little, so I was thwarted in the project by my own ignorance :)

Anywho...good potential, but yeah..would take a lot of words.

Ferryman's Coins
Very cool idea. Not sure connecting it so closely to a real world myth is
a good idea, but that's just me.

Torc of Transformations
A bit wordy, but a good idea.

Masters Umbrella
Blimey, it's Mary Poppins! (I know..it's been pointed out already)

Well. It works well as a unique item, but not sure it would hold up to multiple
instances in a campaign world. Just my thoughts.

Cobblestone of the First Road
At first I was going, ah, the GPS of D&D! But honestly the description of the
ancient realm appearing around you is pretty cool.

Anyone ever realize that Cell Phones don't have a good counterpart in D&D?
Not that I really want them, but why hasn't that come out yet? Or, am I forgetting
something?

Joss Sticks of the Ninefold Way
I feel like I'm 13 again asking "What's a Phylacetery?" What are "Joss sticks?"
And wikipedia says:
"Joss sticks are a type of incense used in many East Asian and Southeast Asian
countries, traditionally burned before a Chinese religious image, idol or shrine. "

Oh, ok. I think this is neat but sounds like it's connected to a particular
part of the campaign world, and so I'm not familiar enough with it to make a fair
assessment.

The Turned Coat
Here's an example of a "term" turned into a "magic item". Things like that usually
just make me snicker, but this actually does a really good job. I like the idea,
the imagery, and the actual abilities.
Kudos.

Clockwork Chamberlain
Is it fluent in over 6 million forms of communication also?

A bit of a mechanical unseen servant. Thinking about it also made me think of
Ice Pirates, but I won't go there.

Simple, but not very interesting, I think.

SHRUNKEN HEAD OF THE MAGI (WONDROUS ITEM)
Somebody has been watching too much Harry Potter! mine

Symbiotic Sharkskin of the Dark Fathoms
Have you ever read the Death Dealer books? Just curious.

Its interesting, gives good powers and would be very useful in a sea based campaign.
That said, it's a magic wet suit. Not a bad thing, but I'm just sayin'.

The Jar of Al'ak'tal
Why not make it a floppy green wizards hat? mine

OBDURATE OIL
Nifty, but a bit too powerful. Make that enhancement a +2. Maybe increase the cost. mine

BOOTS OF THE DWARVEN CHARGER
Cool. I like it, but, it's more of a combat enhancer and I think one that would win this contest would need to not have much to do with combat. mine

Manual of the Arcane Architect
But this takes all the fun out of forcing your PC wizard to go on rediculous quests
to instill their magical castles with cool magical powers. Come on, you need
dragons blood in that mortar to make those walls resistant to fire!! What? doors that
open and close at your command?! Is this Star Trek! What more, once this is unleashed
wouldn't every major wizard have an uber powerful tower they were living in? mine

Mask of the Night (wondrous Item)
Interesting idea, some cool powers, but not fully developed. What more, maybe one
or two players you ever game with would want one. It would be better as an
artifact. Write up the Mask of the Day to go with it and submit them as a pair
of artifacts. Too wordy too. mine

Ring of Venom (wondrous item)
Didn't a Drow do this? Come on, it has to be written up somewhere else?
This is just another figurine of wondrous power. Couldn't you make it more
unique, perhaps a belt buckle or just a tattoo of a spider that comes to life
when you wave your hand over it (weren't those called Mattoos?). mine

War Banner (wondrous item)
The powers are decent, but the fact is that it's very obvious and such a
heavy war banner wouldn't interest many players. Why can't anyone come up
with something besides a "War Banner" to use in battle? Come on, get original
people! SHEESH mine

Boots of Demanded Perfection
That's a swift kick in the arse!
The knock ability is keen, but the curse is, well, silly.

Now, if it kicked 'em in the nuts!!!!...

Casters Bane
That's egg in your face wizards!

Well, it's sort of serious and yet sort of commical. Fun for the gnome who
invented them I'm sure, but after a while a bit annoying for the DM. How do you
resist it, dispel it, destroy it? Give me some stats here.

Pharaoh's Blessing
It seems to negate its own benefits. Wouldn't the 4 points of constitution be better?

Siphuncle Shell
uh....Well....ok
Your own comments hold true. What PC would really want one? Maybe one in a thousand.

Cipher-Plague Mask
Thassilonian Aphasia
Admittedly, I'm not familiar enough with Thassilonia to know what to think of these.

Sacrificial Lamb
Didn't these fly around and shoot sparks at Jedi?
I like the general idea, it registers as a living thing so it sets of magical traps.
I would only change the name (for various reasons).

WOW! I caught up!

Again, all of these are great ideas and I would love to see many of them revised and
reposted with final statistics.

Good luck to everyone. There is some great competition out there and I expect to see
some really cool stuff in a couple weeks!

Thanks!

Ken

Marathon Voter Season 9

Draeke Raefel wrote:
DankeSean wrote:
Zombieneighbours wrote:

This was the first thing i wrote for this this years RPG superstar, back in the autumn.

Cipher-Plague Mask
Aura faint necromancy; CL 5th
Slot head; Price 2500 gp; Weight 1lb.
Description
This yellow waxen mask is painted with a mess of Thassilonian runes. An evil individual wearing the mask can spend a free action to babble incoherently, exposing any creature who hears him to Thassilonian Aphasia. The cipher-plague mask functions once per day.

Thassilonian Aphasia
Type disease, auditory; Save Will DC 14
Onset 1d3 rounds; Frequency 1/day
Effect Lose 1 language each time a save is failed, starting with the targets native language. Lost languages return at a rate of 1 per day. If the target fails 3 consecutive saves, he learns Thassilonian and any attempt to communicate verbally exposes listeners to Thassilonian Aphasia; Cure 2 consecutive saves
Construction
Requirements Craft Wondrous Item, contagion; Cost 1,250 gp

It's more a way to introduce a new disease than a magic item (disease-in-a-box?) so it doesn't really meet the contest criteria in that regard, but wow, that's a hell of a neat disease!
Also, how long does it last?

Under pathfinder a disease lasts until cured, so potentially forever.

Draeke Raefel wrote:


It is a will save so I can see people wanting to voluntarily fail 3 saves to gain the language bonus and be able to spread the disease.

If tomorrow, you awoke, unable to speak or write in english, would you really be eager to give up your highschool french? Especially when you are unlikely to know that their are benifits to doing so.

But lets pretend some one did decide to give into it, however unlikely that might be, wouldn't that make an interesting story hook? I certainly think it is.

Draeke Raefel wrote:


Everyone around you constantly makes will saves? That seems like it would bog down the game as well.

They arn't constantly making the test. They make the test once a day.

Marathon Voter Season 9

Paul Worthen wrote:
Zombieneighbours wrote:
Cipher-Plague Mask
Why does this item only function for evil characters? The disease it causes is annoying, but not actually damaging or fatal.

Why evil?

Well, contagion is "School necromancy [evil];" while i cant think of a mechanical design constraint written in stone that says this should mean that the item is in some way alignment limited, or the use of it should be considered evil, it seemed appropreate to me.

Language is, in my oppinion, pretty much innately tied to culture. Thassilonian Aphasia might not kill you, but it is fully capable of killing your language and culture. I personally consider intentionally releasing contagious idea that can culturally colonise a city in days, to be an evil act. You don't agree, that is cool. I have never been entirely comfortable with alignments full stop, which was one of the reasons i decided not to run with this item.

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

Seaskimmer's Sails

These could be a very nice setting element, rather than an adventurer's item.

Magma Seed

Molten lava sounds like fun! The description, selection of effects and mechanics all look solid.

Flowers of the False Funeral

These could fit well in a Mafia-influenced adventure.

Bottled Lightning

Good movie. I like the haste effect as an innovative expansion on the concept.

Ferryman's Coins

The price is about right, I think, for a one-time back-up plan if things go horribly wrong.

Ring of Venom

I've always liked magic that involves natural (Fine-sized) spiders and insects, which makes this distinctly different from the likes of figurines of wondrous power.

Siphuncle Shell

Personally I like the effect, though I agree it's an awkward item to own, mostly due to its size. A pocket-sized shell that expanded when activated might be more attractive to a PC.

Cipher-Plague Mask

I have a weakness for what I might call talk-you-to-death mechanics. If a victim who fails three saves later recovers, does he still know Thassilonian?

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

Kenneth.T.Cole wrote:

Advancing Standard

"can only be removed by an enemy of the bearer by making a DC 25 Strength check. "
Great idea. The only questions I have are, can an ally remove it, and, what if the
"bearer" dies?

An ally can remove it and would then become the bearer of the standard.

My intention for this ability (stated, in fact, now that I reread it) was to continue to treat the standard as an attended item while allowing the owner to do other things. If the bearer dies, the standard is no longer attended and has no current bearer, so anyone could grab it.

Kenneth.T.Cole wrote:

Xorn Claw Gauntlet

I think this deserves pursuing. It should have an attack ability, IMHO.
Also, does it grant an armor or cover bonus? Can it pass through metal or
just stone? Worked stone or just unworked stone?
This has a lot of potential :)

I really want to avoid making this a combat item, since I think that would overshadow its more interesting possible uses. It has some incidental effects on attacks, if the wearer happens to make unarmed attacks with that hand.

It isn't magic armour and doesn't cover enough of the wearer's vitals to count as armour or cover.

It passes through all kinds of metal and stone. Next question: does brick count as stone?

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

Kenneth.T.Cole wrote:

War Banner (wondrous item)

The powers are decent, but the fact is that it's very obvious and such a
heavy war banner wouldn't interest many players. Why can't anyone come up
with something besides a "War Banner" to use in battle? Come on, get original
people!

I thought about a pennon (similar effects, but attached to a lance) or a surcoat. By reversal, a Black Knight's Shield-Cover might conceal a character's coat of arms, though I didn't have any particular ideas for what effects it might have.


Kenneth.T.Cole wrote:

Clockwork Chamberlain
Is it fluent in over 6 million forms of communication also?

A bit of a mechanical unseen servant. Thinking about it also made me think of
Ice Pirates, but I won't go there.

Simple, but not very interesting, I think.

And here was me thinking I was the only one who remembered Ice Pirates!

Thank you for your comments, always appreciated. Yes indeed, my original idea as to give a physical permanent form to Unseen Servant that kinda of expanded.

Dark Archive

Kenneth.T.Cole wrote:

Pharaoh's Blessing

It seems to negate its own benefits. Wouldn't the 4 points of constitution be better?

The idea was to create the item such that the potential user would have to weigh the benefits and decide whether they would want the item. Basically, is giving up 2hp/lvl worth getting fast healing 4 and a net +2 Fortitude sv? If I just left it at "gives fast healing 4 and +2 to fortitude" everyone would want it and it would be way to powerful.

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

Kenneth.T.Cole wrote:
Snip..snipp...Death Dealer series?

No, do they have an item like the one I was thinking of?


Starglim wrote:
Kenneth.T.Cole wrote:

Advancing Standard

"can only be removed by an enemy of the bearer by making a DC 25 Strength check. "
Great idea. The only questions I have are, can an ally remove it, and, what if the
"bearer" dies?

An ally can remove it and would then become the bearer of the standard.

My intention for this ability (stated, in fact, now that I reread it) was to continue to treat the standard as an attended item while allowing the owner to do other things. If the bearer dies, the standard is no longer attended and has no current bearer, so anyone could grab it.

Cool. That's what I was thinking but I thought it worth mentioning.

Starglim wrote:
Kenneth.T.Cole wrote:

Xorn Claw Gauntlet

I think this deserves pursuing. It should have an attack ability, IMHO.
Also, does it grant an armor or cover bonus? Can it pass through metal or
just stone? Worked stone or just unworked stone?
This has a lot of potential :)

I really want to avoid making this a combat item, since I think that would overshadow its more interesting possible uses. It has some incidental effects on attacks, if the wearer happens to make unarmed attacks with that hand.

It isn't magic armour and doesn't cover enough of the wearer's vitals to count as armour or cover.

It passes through all kinds of metal and stone. Next question: does brick count as stone?

Got ya. I was thinking, if metal passes through it, couldn't that effectively give 20% cover? That is, you see my arm, but you can't actually hit it. Your sword passes right through.

I understand, though, avoiding weapon/armor qualities in such an item.

Brick...I would treat it as worked stone.


Starglim wrote:
Kenneth.T.Cole wrote:

War Banner (wondrous item)

The powers are decent, but the fact is that it's very obvious and such a
heavy war banner wouldn't interest many players. Why can't anyone come up
with something besides a "War Banner" to use in battle? Come on, get original
people!
I thought about a pennon (similar effects, but attached to a lance) or a surcoat. By reversal, a Black Knight's Shield-Cover might conceal a character's coat of arms, though I didn't have any particular ideas for what effects it might have.

A Pennon' is a good idea.


Nermal2097 wrote:
Kenneth.T.Cole wrote:

Clockwork Chamberlain
Is it fluent in over 6 million forms of communication also?

A bit of a mechanical unseen servant. Thinking about it also made me think of
Ice Pirates, but I won't go there.

Simple, but not very interesting, I think.

And here was me thinking I was the only one who remembered Ice Pirates!

Thank you for your comments, always appreciated. Yes indeed, my original idea as to give a physical permanent form to Unseen Servant that kinda of expanded.

I love ICE Pirates. I have it on VHS :) The Ninja robot is one of my favorites.

The "6 Million forms of communication" quote was C3P0. That's the image I got from the description.

The idea is sound, but I think it would be good to make their abilities a bit more unique.


Draeke Raefel wrote:
Kenneth.T.Cole wrote:

Pharaoh's Blessing

It seems to negate its own benefits. Wouldn't the 4 points of constitution be better?
The idea was to create the item such that the potential user would have to weigh the benefits and decide whether they would want the item. Basically, is giving up 2hp/lvl worth getting fast healing 4 and a net +2 Fortitude sv? If I just left it at "gives fast healing 4 and +2 to fortitude" everyone would want it and it would be way to powerful.

I don't know. There are plenty of magical items that just give bonuses. Rarity would limit them I would hope.

I think the Con. loss is too large for the benefit gained. It's almost more of a cursed item. I would maybe suggest, just a thought, to reduce another attribute in exchange for the bonuses.


Winterwalker wrote:
Kenneth.T.Cole wrote:
Snip..snipp...Death Dealer series?

No, do they have an item like the one I was thinking of?

Not really. It just reminded me of the "were-shark" character in the second book.

Dark Archive

Kenneth.T.Cole wrote:

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

OBDURATE OIL

In addition to being far, far too cheap for a permanant +4 armor bonus (which would stack with an enhancement bonus!) to a suit of armor, it also has no provisions preventing it from stacking with itself, as the effect is permanant and no longer considered magical after application (which was the same complaint lodged at the much less useful Hardness / Hardening spell, that it could stack with itself).

One way of tweaking this would be to have the oil only affect items below a certain hardness threshold, and only raise them to a certain number. Ironwood Oil could affect only items of leather (hardness 2), wood (hardness 5) or bone (???), giving them the hardness of iron (hardness 10), as well as a non-stacking one-time +1 armor bonus to armor (but not shields, as metal shields have no additional bonus to AC over wooden ones anyway).

A long time ago, in a game far, far away, I created something similar to your Shrunken Head of the Magi. Staves created from the skulls and spines of kobold sorcerers, wrapped in the tanned hide of the unlucky former owner, that retained some of their power (but had to be recharged by the holder, who was usually a wizard, as he had to know each spell to recharge it, and had to be able to cast arcane spells, essentially carrying a low-level sorcerer around in a stick...). It was a neat concept, but would quickly turn into a must-have item, as it beats the pants off of a Ring of Wizardry.


Set wrote:
In addition to being far, far too cheap for a permanant +4 armor bonus (which would stack with an enhancement bonus!) to a suit of armor, it also has no provisions preventing it from stacking with itself, as the effect is permanant and no longer considered magical after application

It doesn't need to. NO effect stacks with itself unless it explicitly says so.

Dark Archive

Zurai wrote:
It doesn't need to. NO effect stacks with itself unless it explicitly says so.

And yet this oil gives a +4 armor bonus which explicity does stack with a pre-existing armor bonus (that of the unenhanced armor), making it already an exception to that guideline.

(Additionally, the shield would, under 3.5, receive an additional shield bonus, not an armor bonus, using his version, as shields no longer provide an armor bonus after the 3.5 update.)


Here is another idea from my slush pile. I liked where it was going but costing the item was proving to be difficult. I probably would have put price of around 45,000 gp on it had I submitted it and hoped I was close. I did like involving the Handle Animal skill check to activate the item.

Torc of the Ironwood Huntress
Aura strong transmutation; CL 9th
Slot neck; Price ZZ gp; Weight 3 lbs.
Description
This thick braided torc is a weave of woody vines, leaves, and moss bound at either end with the snarling head of a mountain lion carved from ironwood and is designed to be worn around the neck of a druid’s animal companion.

Once per day a druid can have their animal companion activate the torc by emitting the command sound (roar, bark, screech, etc.) by making a Handle Animal check as a free action. The DC for this check is 10 if the animal companion knows the trick perform and 25 if they do not. A successful activation of the item transforms the body of the animal companion into living ironwood for up to 8 rounds.

The animal companion gains damage reduction 10/adamantine and is immune to critical hits, ability score damage, disease, fire, electricity, poison, and only takes half damage from acid. The animal companion receives a +6 enhancement bonus to their Strength and a -6 reduction to Dexterity (to a minimum Dexterity score of 1). The animal companion becomes vulnerable to all special attacks that affect wood golems (see the Pathfinder RPG Bestiary).
Construction
Requirements Craft Wondrous Item, ironbody, ironwood, Cost ZZ gp

Dark Archive

Pierce Coady wrote:
Torc of the Ironwood Huntress

That's pretty neat. A cheaper version that just made the companion become as hard as regular wood would probably be even more affordable.


Set wrote:
Zurai wrote:
It doesn't need to. NO effect stacks with itself unless it explicitly says so.
And yet this oil gives a +4 armor bonus which explicity does stack with a pre-existing armor bonus (that of the unenhanced armor), making it already an exception to that guideline.

Bonuses from the same source never stack unless explicitly stated otherwise. A +9 armor bonus from full plate and a +4 armor bonus from obdurate oil are not from the same source, and thus stack because obdurate oil says it adds to the armor's bonus. A +4 armor bonus from obdurate oil and a +4 armor bonus from obdurate oil are from the same source and do not stack because obdurate oil does not say it stacks with itself.

EDIT: As an outside example, the haste spell grants a Dodge bonus to AC. Dodge bonuses stack with each other. Yet, the haste spell doesn't say "The bonus to AC from this spell does not stack with repeated castings" or anything like that, because it does not need to. It's already covered by the rules.

Scarab Sages

Set wrote:
Pierce Coady wrote:
Torc of the Ironwood Huntress

That's pretty neat. A cheaper version that just made the companion become as hard as regular wood would probably be even more affordable.

...and thematically appropriate.


Patrick Walsh wrote:
Set wrote:
Pierce Coady wrote:
Torc of the Ironwood Huntress

That's pretty neat. A cheaper version that just made the companion become as hard as regular wood would probably be even more affordable.

...and thematically appropriate.

I can't disagree there.

The use of the ironbody spell which effectively transforms you into a golem/construct is just about as far from druid territory as you can get. My difficulty was that I am not aware of a spell which transforms living flesh into wood without going down the wish pathway. In my own mind I justified it as a magical mingling of ironwood and ironbody to effectively make an ironwood body spell.

While this seems to me to be within the boundaries of what wondrous items do, it was also another reason not to submit this one.

RPG Superstar 2010 Top 32 aka Sollir

(Responding to a few earlier posts) I'm on vacation so I don't have all my items on me, but I'm glad I didn't turn in the puzzlebox-based magic item I had (it didn't really 'work' the way I wanted it to anyways, so I think it would've been a weak choice). I think we're all a hivemind or something, as several other people mentioned their puzzlebox items...I wonder if that's the item type that Clark referred to cropping up in the contest?


Set wrote:
Kenneth.T.Cole wrote:

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

OBDURATE OIL

In addition to being far, far too cheap for a permanant +4 armor bonus (which would stack with an enhancement bonus!) to a suit of armor, it also has no provisions preventing it from stacking with itself, as the effect is permanant and no longer considered magical after application (which was the same complaint lodged at the much less useful Hardness / Hardening spell, that it could stack with itself).

AH! Good point. I deffinately would have to make it not stack.

Set wrote:


One way of tweaking this would be to have the oil only affect items below a certain hardness threshold, and only raise them to a certain number. Ironwood Oil could affect only items of leather (hardness 2), wood (hardness 5) or bone (???), giving them the hardness of iron (hardness 10), as well as a non-stacking one-time +1 armor bonus to armor (but not shields, as metal shields have no additional bonus to AC over wooden ones anyway).

That sounds like a good idea.

Set wrote:


A long time ago, in a game far, far away, I created something similar to your Shrunken Head of the Magi. Staves created from the skulls and spines of kobold sorcerers, wrapped in the tanned hide of the unlucky former owner, that retained some of their power (but had to be recharged by the holder, who was usually a wizard, as he had to know each spell to recharge it, and had to be able to cast arcane spells, essentially carrying a low-level sorcerer around in a stick...). It was a neat concept, but would quickly turn into a must-have item, as it beats the pants off of a Ring of Wizardry.

Yeah, that one was uber powerful and needs a lot of tweaking. Of course, with any magical item it falls on the DM to be responsible enough to keep them as rare as their power requires.

Thanks for the comments! :)

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