Glass Castle |
Hello, my item was the Beastfriend's Tattooed Collar. When you have time, I'd really appreciate some feedback on it.
Thank you very much Clark. I appreciated your comments from the first year and Sean's comments last year. I think that each year, receiving the comments and viewing others' helps me with not only design-work for this contest, but also with design-work for other projects.
Sincerely,
~LD.
Al Rigg Dedicated Voter Season 7 |
Thanks for any feedback. I really suffered with trying to bring it in under word count and didn't leave enough time for a simpler item. Flame away!
Jack o'Box
Aura moderate varied; CL 9th
Slot —; Price 118,000 gp; Weight 1 lb.
Description
If a humanoid uses the command whilst holding this foot-square, darkwood cube, the top face splits and unfolds, revealing an empty, bloodstained interior. If the user bleeds into the box, sacrificing hit points at least equal to his level, a winged, red clay figure, resembling the user, slowly forms in the blood-pool, rising after 10 minutes. At will, whilst touching the box, the user can control this 'jack' for 10 minutes, plus one minute per additional hit point sacrificed, to a maximum of 30 minutes per day. The user perceives through the jack — his own body paralyzed and devoid of senses whilst thus linked; the user/jack's perspective shown on the surface of the blood.
Unless specified otherwise below, follow the 'Familiar Basics' rules to construct the jack.
Diminutive construct; Senses of user; hp as initially sacrificed; Speed 15 ft., fly 30 ft. (poor); Melee slam (1 nonlethal); Str 3; Dex 17; Feats/Skills of user; Languages — (cannot speak).
Operational range is 500 feet; moving beyond severs the link. An uncontrolled jack falls inert. Control can be reestablished if the user sacrifices half his level in hit points (minimum 1) whilst in range.
If the jack takes damage whilst controlled, the user can, as a free action, sacrifice any number of hit points; each point preventing 1 point of the damage.
If the jack is destroyed, the blood removed, or the command word spoken whilst it is open, the box closes, severing the link; the jack melts, the blood vanishes. If the jack isn't inside when it closes, it won't reopen for 24 hours.
Construction
Requirements Craft Construct major creation, mirror image, scrying Skill Craft (sculptures) DC 12; Cost 59,000 gp
Danny Lundy RPG Superstar 2011 Top 32 aka Bats Kabber |
Pit Gambler's Vest
Edit: I hope this wasn't axed as a wearer asking for Hit Points in a metagame manner, I viewed this as somebody deciding that since a successful inflict minor wounds always did the same thing it could be a decent unit of measure for stamina. The immediate use that came to mind was looking at this stamina reading and using it to predict winners in pit fights.
I see what you were going for and I like it. I have 2 suggestions.
1. drop the inflict minor wounds for Deathwatch. It's closer to the effect you are going for, I think.2. Have the vest work a little more like:
"as a free action at any time the wearer can size up the odds on any physical match up returning a result of "for" "against" or "fair"
This makes life easy on a GM and still tells a party we can take these guys, this'll be a tough one or he's going to kick our butt; without giving away rules info. It's a little less MMO and little more RPG that way.
Of course, just because the odds are against them doesn't mean they won't win :)
I'm also not a judge, but I hope that helps
Mike Speck RPG Superstar 2009 Top 32 |
At your convenience, please comment. Thanks so much!
Belt of Borrowed Vigor
Aura moderate necromancy; CL 9th
Slot belt; Price 35,000 gp; Weight 1 lb.
Description
This rough leather belt subtly leeches energy from its surroundings, using it to invigorate its wearer. As long as there are two or more living creatures within 30', the wearer gains a +2 bonus on all checks that are enhanced by the Endurance feat (core rulebook, p. 122). He also recovers from fatigue after half an hour's rest and exhaustion after one hour’s rest.
Additionally, by mental command the belt can drain even more energy into its wearer as an immediate action. All other living creatures within 30' are subject to a wave of fatigue. The wearer gains +2 to initiative for each creature so affected, and is immune to fatigue and exhaustion for one round per creature so affected (effects that would exhaust the wearer take two rounds off that duration). However, this function is extremely touchy; any time the wearer rolls initiative he must make a Will save (DC 15; treat as a fear effect) or trigger the wave of fatigue. This ability cannot be used more than once per hour, nor more than twice in 24 hours.
Construction
Requirements Craft Wondrous Item, vampiric touch, wave of fatigue; Cost 17,500 gp
James Berg |
Interested in the feedback of the other judges as well, if it's available. I suspect I know what's coming, but not any less eager for it :)
Mantle of Malicious Intent
Aura moderate varied; CL 9th
Slot shoulders; Price 54,000 gp; Weight 1 lb.
Description
This well-made black mantled cloak is fastened with a simple blackened steel clasp, and features a deep hood. While worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks and 60-foot darkvision.
Once per day, as a standard action that does not provoke attacks of opportunity, the wearer can conjure a masterwork dagger of a size appropriate for the wielder, coated with Blue whinnis poison. This blade appears in either hand, and exists for 9 rounds or until it leaves the possession of the wielder. The poison coating the blade is expended after 3 successful attacks, and disappears when the blade does. Any poison afflicting a victim at this time remains in effect, but the poison cannot be stored or saved by other means.
Three times per day, as a move action that does not provoke attacks of opportunity, the wearer can teleport up to 45 feet to a location within line of sight. They may bring along held or carried objects, as long as their weight doesn't exceed their maximum load. Creatures other than the wearer's familiar cannot be transported with this ability.
Construction
Requirements Craft Wondrous Item, darkvision, dimension door, fabricate, invisibility, creator must be an elf and have 5 ranks in Craft (Alchemy); Cost 27,000 gp
Minorelementx Dedicated Voter Season 7 |
Thank you for taking the time to review these items! It is most appreciated.
Sanctuary of the Vampire
Aura strong transmutation and abjuration; CL 13th
Slot --; Price 98,520 gp; Weight 2500 lbs
DESCRIPTION
These iron coffins are a boon for any vampire (or eccentric individual) who can find, create, or steal one. A sanctuary of the vampire can be crafted into any desired shape (for example, hexagonal or octagonal) though each patron usually contracts the creator of the coffin to customize the design in one way or another. Aside from the iron, which certainly provides some defense, a sanctuary of the vampire grants an individual other protective benefits as well.
First, a sanctuary of the vampire is always under the effect of an arcane lock spell. Second, whenever a living creature attempts to come within 10 ft. of a sanctuary of the vampire, the individual inside the coffin is immediately affected as though a repulsion (10-ft. –radius, Will DC 19 negates) spell had been cast; if no individual is in the coffin at that time, the effect does not occur.
In addition, a sanctuary of the vampire can hinder light magic cast nearby. Whenever a spell with the [light] descriptor is cast within 50 ft. of a sanctuary of the vampire, the coffin attempts to absorb the effect. Treat this as a dispel check (1d20 + 13) against the spell or effect. If the coffin is succeeds on this check, the spell or effect is harmlessly absorbed by the coffin; if this check fails, the spell or effect goes off as normal. There is no limit to the number of times a sanctuary of the vampire can attempt this per day.
CONSTRUCTION
Requirements Craft Wondrous Item, arcane lock, repulsion, spell turning, creator must have at least 5 ranks in the Craft (coffin making) skill; Cost 49,260 gp
HedLeeman |
I see what you were going for and I like it. I have 2 suggestions.
1. drop the inflict minor wounds for Deathwatch. It's closer to the effect you are going for, I think.
2. Have the vest work a little more like:
"as a free action at any time the wearer can size up the odds on any physical match up returning a result of "for" "against" or "fair"This makes life easy on a GM and still tells a party we can take these guys, this'll be a tough one or he's going to kick our butt; without giving away rules info. It's a little less MMO and little more RPG that way.
Of course, just because the odds are against them doesn't mean they won't win :)
I'm also not a judge, but I hope that helps
I thought of deathwatch but decided that that wasn't exactly what I was going for. Part of the whole hit-point reading was that clerics can use it and have an excuse to know who needs healing (from the party use perspective) and to help keep the party on the know of how they were doing at a given point in combat, it might be nice to know how close you're coming to defeating foes as well. (I considered adding a bag of holding effect, only for coins and paper, but decided that would muddy things up, even if it was thematic.) Thanks for the input, but I'd really like to hear some of the judge's opinions' to help with next years entry.
Ross Byers RPG Superstar 2008 Top 32 , Star Voter Season 7 |
Joel Flank RPG Superstar 2008 Top 32, 2011 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka JoelF847 |
I'd love to hear any of the judge's feedback, as well as anyone else's. Thanks in advance!
Eyes of the Inner Nature
Aura moderate divination; CL 8th
Slot eyes; Price 19,000 gp; Weight —
Description
Two of these lapis lenses are worn over the eyes, with the third centered on the forehead of the wearer. They show the wearer the inner nature of all creatures, granting several effects.
The lenses grant a +5 competence bonus to Sense Motive checks, due to the insight granted towards viewed creatures. The primary function of these crystals, however, is to divine weaknesses and vulnerabilities of creatures. The wearer instinctively knows how to best damage creatures, based on their inner essence. This information is limited to:
• what types of damage bypasses damage reduction and regeneration
• listed weaknesses in a creature’s description, such as vulnerabilities, sunlight powerlessness, etc.
• furthermore, if a creature has energy resistance or immunities to multiple energy types, the lenses impart knowledge of any energy type from which the creature has no protection.
Because this insight is based on a creature’s essence, the information granted applies only to abilities inherent to a creature, and not granted by spell effects or magic items. This knowledge is gained upon seeing a creature, and is therefore foiled by any effect that blocks line of sight.
Finally, twice per day, as a standard action, the wearer can activate the eyes to grant specific knowledge of how to strike past a creature’s defenses. This grants the wearer a +5 insight bonus to attacks against the target creature for one round, beginning the round after activation.
Construction
Requirements Craft Wondrous Item, divination, true strike, creator must have 5 ranks in the Sense Motive skill; Cost 9,500 gp
Gray |
Thanks in advance for any feedback. I'm guessing that this was too much SIAC, and the mechanics could have been explained better.
Cape of the Wandering Swallowtails
Aura moderate illusion and transmutation; CL 6th
Slot shoulders; Price 14,000 gp; Weight 1 lbs.
Description
This brilliantly colored garment is decorated with images of flying butterflies. The wearer is afflicted with sever wanderlust, and is compelled to travel and explore. The wearer gains the sickened condition if she goes more than one week without engaging in an act of exploration or discovery. On command, the cape allows the wearer to transform into a swirling swarm of lucent butterflies once per day. This power gives the wearer the abilities of a gaseous form spell. In addition, on command the wearer summons a swarm of butterflies centered on her. The swarming butterflies give the wearer the benefits of a blur spell, and the swarm does not restrict the wearer’s vision.
Construction
Requirements Craft Wondrous Item, gaseous form , blur ; Cost 7,000 gp
Adam Daigle Director of Narrative , Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 |
This was my attempt:
Symbol of the Devout
Aura moderate abjuration; CL 7th
Slot neck; Price 4,000 gp; Weight — lbs.
Description
Bestowed upon valiant champions, sacred ascetics, and the spiritually earnest, these items find their way into the hands of devoted faithful performing dangerous works for the church. Differing in appearance from one faith to another, this holy symbol bears greater flourish and decoration than a common tool of the clergy and some clerics craft these items from rare and special materials.
The wearer of this symbol sees greater benefits from their divine patron. The wearer can automatically be included or excluded (cleric’s choice) from the channel energy ability of a cleric of the same deity up to a range of 60 ft. In addition, any cure spell cast upon the wearer by a priest of the same faith heals +50% more hit points. This additional healing does not extend to curative spells imbued into potions, or cast through wands or any other magic item.
Construction
Requirements Craft Wondrous Item, consecrate/desecrate, creator must have 5 ranks in Knowledge (religion) and worship the deity represented; Cost 2,000 gp
Needs More Zasz |
This one was my submission. After seeing the Top 32, I can see that I needed some more spunk and personality with the item but any further comments are extremely appreciated.
Longevity Injector
Aura Strong (no school); CL 11th
Slot none; Price 7,800 gp; Weight 1 lb.
Description
This small metal tube with a needle and plunger is hollow inside with enough room to slot a potion. The first three potions a day injected through a longevity injector extends the duration of the potion’s effects as if the potion had been prepared with the Extend Spell feat. Injecting a potion using the Longevity Injector requires a standard action that provokes an attack of opportunity. The attack of opportunity may not be directed against the potion as it is protected by the Longevity Injector’s metal frame. Slotting a potion into the Longevity Injector requires a standard action which provokes an attack of opportunity.
Construction
Requirements Craft Wonderous Item, Extend Spell; Cost 3,900 gp
James Olchak RPG Superstar 2011 Top 32, 2012 Top 4 aka OamuTheMonk |
Criticize away, all. I went to art school. I can take it.
Elemental Fink
Aura moderate varied CL 7th
Slot neck Price 9,000 gp Weight -
Description
The Elemental Fink is a boon to any adventurer facing creatures with elemental resistances, either naturally or magically occurring. The Fink is a mobile magical sensor, resembling a human-shaped candle flame. Contained within a replica of a tiny brass oil-lamp, the Fink is worn about the neck on a leather thong, and activated with a command word.
Upon activation, the Elemental Fink emerges from its lamp, immediately flying as directed within 100’, and entering a visible enemy's space. It then darts about the creature, following wherever it moves, saturating the enemy with harmless elemental energy in a process that takes one full round. The Fink cannot be attacked, but it can be dispelled.
Once the Fink finishes examining a creature, it speaks loudly (language varying by creator), in a grating, childlike voice, announcing to all observers what elemental immunities, resistances, and vulnerabilities the target possesses. The Fink can then be dismissed (a free action) directed to a new target within range (a move action) or commanded (as a standard action) to dispel.
If commanded to dispel, the Fink targets the creature with a burst of dispelling energy (as dispel magic), specifically targeting the spells resist energy, protection from energy, and fire shield, making one dispel check (1d20+7) for each valid spell affecting the target.
The Elemental Fink functions for ten rounds per day. Using the Fink's dispelling ability exhausts all remaining daily usage.
Construction
Requirements Craft Wondrous Item, detect magic, dancing lights, magic mouth, dispel magic, Creator must have five ranks in both Knowledge: Arcana and Knowledge: The Planes;
Cost 4,750 gp
Jeff Lee |
Good Lord! The flood gates have opened...
I suppose I'll post mine for review. If Wes, Sean, or anyone else has anything constructive to say as well, please offer up your input. (Note that I said constructive, not nice. I'm a writer that's been through numerous workshops; I'm thick-skinned.)
MUSHROOM KING’S CROWN
Aura faint varied; CL 5th
Slot head; Price 16,380gp; Weight 2lbs.
DESCRIPTION
This purplish-gray, wide-brimmed hat is made from the cured cap of a giant mushroom. The original was crafted by a druid who returned from the Darklands with wondrous tales of mushroom people and their mighty ruler.
As a standard action, a druid wearing the crown can cause it to emit spores with one of the following effects, each once per day except where noted:
• Animation: Wearer emits spores in a 30 foot ray. Any corpse struck by the spores is rapidly covered in purple fungus that animates the corpse under the wearer’s control. The fungal corpse has all the characteristics of a zombie of the same size, except that its alignment and type are Neutral plant. A corpse animated in this way has a maximum of 10 HD. It serves the wearer for 10 minutes before crumbling to dust.
• Hallucination: Wearer emits spores in a 30 foot radius. All creatures in the area of effect are hampered by vivid hallucinations and are considered staggered for 1 minute (Fort DC 14 negates).
• Pacification (2/day): Wearer emits spores in a 40 foot line. Creatures caught in the line of effect are dazed for 1 minute (Will DC13 negates).
• Rapport: A 20 foot radius cloud that provides a limited telepathic link between all allies within the area of effect. Shared sensory awareness and knowledge provide a +1 insight bonus to Armor Class, attacks, and initiative, and a +1 competence bonus to all skill checks. Finally, allies so affected are immune to the crown’s other effects. These effects last 10 minutes.
CONSTRUCTION
Requirements Craft Wondrous Item, animal trance, plant growth, poison, speak with plants; Cost 8,190gp
Whitman |
Hi Judging Folks
I made have made minor amendments to this when I posted...
Corpse Wraps
Aura moderate necromancy; CL 7th
Slot –; Price 4,000 gp; Weight 1 lb.
Description
This item consists of preservative balms and enough cloth to entirely wrap one medium size creature. A fresh corpse, treated with the balms and wrapped in the cloth, will animate until the cloth is removed or the corpse is slain. The corpse will also be preserved for up to a week. After this time, the corpse will putrify as usual, although it will remain animated.
Wrapping a corpse takes 10 minutes. For as long as the corpse is animated, apply the zombie template to the original creature. The animated corpse will obey simple commands given by the person who applied this item, but will otherwise behave like a zombie. Each set of wraps can be used only once.
Construction
Requirements Craft Wondrous Item, animate dead, gentle repose; Cost 2,000 gp
I know you've got a ton of these to get through now (you snooze, you lose...), but I hope you get round to this one. Cheers!
Sly Boots |
Please be gentle, I'm a weeper:
The Luck Dragon's Cloudy Eye
Aura Faint abjuration, conjuration CL 6th
Slot Eye Lens/Goggle; Price 18150 gp; Weight --
"Stars of the goddess, I can see! ... I nearly fell into that hole, didn't I?"
Description
This item appears to be a jade coin with two diagonal holes through which leather thongs are threaded, to tie behind the wearer's head over an eye socket. The creamy green of the jade is shot through with veins of bright white. When inert, the coin is blank on the wearer's side; the inside is smooth and slightly indented, as from a thumb's constant rubbing. The outward facing side has four runes carved into the surface. When charged, the runes fade and a coiled dragon appears on the face of the coin.
When this item is worn by someone with two working eyes, they can see through the coin as normal. When this item is placed over an eye that has been removed, injured or magically blinded, the wearer can see through the coin as if under the effect of the Remove Blindness spell. This works at all times, with a single charge secondary effect. The item is found uncharged. When the wearer is in a life or death situation and rolls a natural one on a saving throw roll indicating an automatic failure, the coin's face changes from runes to dragon and the item is charged. The natural one is still in effect on this occasion. On any subsequent saving throw roll of a one the charge is used, and the roll changes from an automatic failure to a success.
Construction
Requirements Craft Wondrous Item, Remove Blindness/Deafness, Resistance; Creator must have access to luck domain sixth level power Good Fortune
Cost 9075 gp
Majuba |
Busy busy...
Well, I'm oddly extra curious this year, so...
Instrument of Endless Flame
Aura Strong Evocation; CL 12th
Slot --; Price 32,000 gp; Weight 4 lbs.
Description
This sooty mandolin has a seamless mithral body, with forward-facing flutes in place of tuning pegs. When played and the command word is spoken, the instrument will expel a gout of fire up to 100' before bursting in a 30-foot radius. The flames deal 10d6 fire damage to all in the line or spread, unless a DC 16 Reflex save is made for half damage.
The length of the line may be from 40-100 feet, controlled by playing one of seven chords with a DC 12 Perform (string instruments) check. If the stream of fire strikes a solid barrier (such as a wall of force) the burst will trigger centered there regardless of the chord played, unless the damage caused by the stream shatters or breaks through the interposing barrier.
The instrument of endless flame must be filled with an elixir of fire breath to be used for anything beyond mundane music. It may be activated three times before the elixir is exhausted. If first prepared with an unguent of timelessness, special oils may be added to maximize the effect. Activating the instrument with these oils in consecutive rounds causes the instrument to burst centered on the character unless she succeeds on a DC 24 Perform check. The oils require a DC 15 Craft (alchemy) or Spellcraft check, 1,000 gp in materials, and 2 days to prepare for each activation.
The instrument consistently feels warm to the touch, and is considered a masterwork mandolin.
Construction
Requirements Craft Wondrous Item, fireball or firestorm; Cost 16,000 gp
Much appreciated Clark! (Sadly, the very first comment I read of yours on the current crop was "I don't like refillable items.")
Starglim Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8 |
Steven Helt RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt |
This was my attempt:
Symbol of the Devout
Adam - if you don't mind my opinion on the symbol, I have a few comments. If you do mind, I've already posted it, so I'll make my choice (head or gut) when I see you at Gen Con.
I think the name is pretty generic. 'Symbol of the devout' and 'holy symbol' are pretty much interchangeable. Mauybe some improvement could have been from suggesting a couple of names ascribed to the symbols by their specific churches?
I think a cure spell makes a more intuitive requirement than consecrate or desecrate.
Suppose I were an undead warrior, and my backup is a priest of Urgathoa. If she casts inflict serious wounds to heal me, do I get the extra 50%? I think this sort of question has to be answered when you make an item that impacts channeling and healing, but can exist for faiths of any alignment.
The Selective Channeling feat is not exactly the same as your item, but it addresses the same basic mechanical concern. Perhaps the judges felt that should be a requirement, or satisfies the niche sufficiently?
Overall, I am not sure I think a souped up holy symbol is a suuperstar item, though I do believe enhanced holy symbols should have an important role in the game. I wouldn't want 4e holy symbols taking the place of magic weapons, but I do think they need some love in Pathfinder.
Feel free to tear apart my boots of the sea treader.Not only do I covet your opinion, but us non-advancing contributors have to stick together!
Carl Flaherty RPG Superstar 2009 Top 32 aka Lord Fyre |
Hunter's Fang
Aura faint transmutation; CL 5th
Slot neck; Price 18,000 gp; Weight --
Description
This mystical fetish channels the powers of a totemic animal spirit, granting the wearer a measure of the creature's power and wisdom. A 2-3 inch long canine tooth, taken from a great predator, and hung on a strip of the creature's tanned hide, the fang is carved with arcane designs that suggests the nature of the creature, such as stylized waves and scales for a crocodile or mountains and claws for a bear.
The fang must be worn for a full 24 hours, after which the fetish imbues the character with the feral essence of a mighty beast. Once attuned, the hunter's fang sharpens the senses, bestowing low-light vision, scent, a +2 enhancement bonus on all Perception checks, and a +4 enhancement bonus on Survival checks for tracking using scent. The spirit also grants sharp teeth and claws as natural attacks, with damage values appropriate to the character's size (Bite/Claws 1d6/1d4/1d4 for medium creatures and Bite/Claws 1d4/1d3/1d3 for small).
As side effects, the wearer acquires the totem's taste for fresh, raw meat as well as its aggressiveness, which forces the character to make a willpower save (DC 10) to break off from any combat or competition.
Construction
Requirements Craft Wondrous Item, beast shape I; Cost 9,000 gp
Mike Welham Contributor , Star Voter Season 6, Marathon Voter Season 7, Star Voter Season 9 |
Here's my item. I could never find a name that I was happy with, thus it's pretty generic. That's probably the least of its problems, but, hopefully, it's still better than my last two attempts. :)
Spirit Scroll
Aura moderate enchantment and necromancy; CL 9th
Slot –; Price 6,000 gp; Weight –
Description
This scroll consists of two ancient wooden reinforcing rods and a sheet of papyrus; faint murmurs and wispy shapes issue forth from the item. Once per day the scroll generates a fortune, and, when a character opens the scroll and reads the fortune, a related spirit infuses him with a power he chooses from the list below. The effect lasts for 1 day and may not be chosen again until at least 2 others have been chosen.
- +1 deflection bonus to armor class
- +1 enhancement bonus to attack rolls
- +2 enhancement bonus to damage rolls
- +2 resistance bonus to all saving throws
- +5 competence bonus to a class skill chosen by the owner
10% of the time, a capricious spirit infuses the reader and changes the effect to become a penalty instead. The spirit acknowledges wisdom comes through adversity and, once during the day, allows its unfortunate target to roll twice for a d20 roll and take the more favorable result.
The scroll snaps shut once its owner reads the fortune, but a character can force it open again with a DC 16 Strength check. If he succeeds, the whispers become shrieks, shadows swirl around the character, and the scroll targets him with bestow curse (Will DC 16) which also destroys the item if he fails to save. On a successful save, he may choose an additional effect subject to the above conditions, but the scroll becomes blank and unusable as the spirits depart until the next day.
Construction
Requirements Craft Wondrous Item, bestow curse, heroism, magic jar, creator must have 5 ranks in Knowledge (history or religion); Cost 3,000 gp.
Steven Helt RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt |
Hunter's Fang
If I may:
I think an item like this is essentially beast shape in an appropriate package. Now, if the item cost less, had a duration and was a single use item, I could see barbarian tribes getting hopped up on - hehe - animal crackers, and that being a cool item that drives an exciting combat or two. To me, a light modulation can take a packaged spell and turn it into a story element or badly needed bonus during a violent climax.
As is, the item lasts forever and makes you essentially not human anymore, with bite and claw attacks and superhuman senses. It's not a truly imaginitive item (though it could be with some repackaging), but it's single greatest flaw is its continuous duration. Also, I wouldn't ever give something a drawback with a mere DC 10 Will save (no such thing as a willpower save, and it's DC would be appropriate for minimum ability score and spell level, anyway). Finally, items - especially minor items - should work right away and not have an 'attuning period'. If you want to follow the model of the ability score buff items and say the bonus is immediate, but doesn't become a permanent change until 24 hours, that's a little better.
But that's just one opinion.
Timitius Wayfinder, PaizoCon Founder |
I will throw my entry into the hopper as well! I would appreciate everyone's thoughts!
Bumbershoot of the Mage
Aura faint abjuration and transmutation; CL 3rd
Slot -; Price 13,500 gp; Weight 3 lbs.
Description
This umbrella is constructed of wood, with an oiled canvas canopy measuring 4 feet in diameter. Painted upon each of the eight panels of the canopy is a different rune. In addition to the mundane task of protecting the wielder from sun or rain, the bumbershoot can also serve as a wizard’s bonded object. When opened and held aloft, the bumbershoot will allow the wielder to levitate upon command, as if he had cast levitate upon himself. The canopy of the bumbershoot has also been magically reinforced, as per the shield spell, granting a +4 shield bonus to AC when fully opened, as well as negating magic missile attacks . Wielding the bumbershoot in this manner incurs no armor check penalty, nor an arcane spell failure chance.
As an unforeseen consequence of crafting this particular item, whenever the bumbershoot is first opened for the day, it will release a gust of wind, as the spell. There is a 50% chance that instead of being released directly in front of the opening canopy, the gust will be released from within the canopy at the wielder.
Construction
Requirements Craft Wondrous Item, shield, levitate; Cost 6,750 gp
As for my thinking on developing this....yes, it's an umbrella. That alone is going to invoke all sorts of imagery (a reason I chose the umbrella in the first place). Yes, I know all of the possible comments this probably got regarding a certain movie character. But, note: this is not flying...it's levitating! And it's not featherfalling, so to avoid the comparisons to the multitude of cartoons.
But, I chose an umbrella because I wanted an item which was familiar to everyone, but that wasn't present in rulebooks. So, the reaction would be, "Ah! OK. Wait...I've never actually seen an umbrella in the game before. Wow! I can't believe this isn't already been an item before."
I also wanted an item that sort of lent itself to roleplaying, and I think certain types of wizards characters would thoroughly enjoy having an umbrella as part of their image!
Thoughts?
JaredSmith113 |
Thanks for your time, Clark!
As with last year, should anyone care to comment on my item, I'd love to hear what everyone thinks. If anyone has questions about what I was thinking, I will try to explain (but I hope to see how it comes across without the creator process as a footnote first!)
Lord Alvaro’s Most Useful and Dashing Egress Cape
Aura faint abjuration and evocation; CL 5th
Slot shoulders; Price 8,100 gp; Weight 1 lb.
Description
This fashionably cut cape of bejeweled and bright fabric aids the wearer’s movement through windows, stoutly barred doors, or even thin walls. Whenever the wearer attempts to smash or break an unattended object, they treat the object’s hardness as reduced by 5 and add a +5 bonus to their Strength check to break the object. The wearer must move at least 10 feet (2 squares) directly toward the object immediately before each attempt to gain the benefit of the cape. If the wearer successfully smashes the object’s hit points to 0 or breaks the object with their Strength check, they may then move again. Their total movement for the round may not exceed their normal speed.
In addition, the cape grants damage reduction 10/— against any damage caused by breaking the object, such as shards of glass or collapsing masonry, but not incidental damage, such as that caused by falling out of a broken window. After the cape has prevented 50 hp of damage to the wearer, it ceases to function until repaired from its bedraggled appearance by a casting of mending.
Once per day, as a free action, the wearer may shout the proper command, adding either an additional 20 points of damage to their smash attempt or an additional +5 bonus to their Strength check to break the object (for a total bonus of +10).
Construction
Requirements Craft Wondrous Item, shatter, shield, creator must have 2 ranks in Craft (clothing); Cost 4,050 gp
Adam Daigle Director of Narrative , Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 |
Adam - if you don't mind my opinion on the symbol, I have a few comments. If you do mind, I've already posted it, so I'll make my choice (head or gut) when I see you at Gen Con.
Steve, I wouldn’t mind in the slightest. How could I?
Yeah, the name is completely uninspired, and your suggestion to embellish with some examples might have made up for it, but thinking up a cooler name is a much better solution…one I should have followed. I also got someone to look it over and give me an opinion before I sent it, and they asked pretty much the same question you asked about negative energy channeling. I replied to them that it’d heal those critters as well since that’s how they heal, but I apparently didn’t take their opinion to heart and actually go so far to explain that. I wanted to keep it short and tight, but I should have detailed a thing or two a bit more. I also agree that this (obviously at this point) is not Superstar material. ;)
As for your boots, I like the action they present. The item has some cinematic imagery accompanying it, but the mechanics have me asking some questions. You mention later in the item that rough waves could trigger an Acrobatics check, but a GM is going to have to sort out some guidelines on how to deal with this. Looking closer at the environmental rules for flowing/non-flowing water and Swim checks might inspire some ways to translate them to Acrobatics checks.
I really dig the idea (and think a villain with these could rock some poor party’s world), but think they could use some more clarification. Something I should have done too. :)
Jake_Raven Star Voter Season 8 |
I created several items and showed them to my friends. They voted on them and I submitted the winner. Five minutes later... I found the thread with the critiques of last years items: My heart dropped with every reference to "spell in a can" until I couldn't tell if the throbbing in my back-side was from the beating of my heart or from kicking myself for submitting this item:
Bracelet of Charms
Aura Faint Conjuration; CL 3rd
Slot Arm; Price 2160 gp; Weight - lbs.
Description
This platinum bracelet can accommodate up to 6 charms and can heal the wearer for 2d8 hp once per day. Each charm has a unique magical property that is usable once per day. The charms may be changed, but a charm must be worn for 24 hours before its magic can be accessed. If a charm is taken off the bracelet, it must be worn for an additional 24 before the magic can be accessed.
Requirements Craft Wondrous Item, Cure Moderate wounds; Cost 1080 gp
Crystal Skull Charm:
Aura Faint Illusion; CL 3rd
Slot -; Price 2160 gp; Weight - lbs.
Description
When this charm is activated, it grants the wearer Invisibility for 3 min.
Construction
Requirements Craft Wondrous Item, invisibility; Cost 1080 gp
Jade Feather Charm:
Aura Faint Transmutation; CL 3rd
Slot - ; Price 1080 gp; Weight - lbs.
Description
When this charm is activated, it grants the wearer Feather Fall once per day.
Construction
Requirements Craft Wondrous Item, Feather Fall; Cost 540 gp
Gold Key Charm:
Aura Faint Transmutation; CL 11th
Slot - ; Price 7920 gp; Weight - lbs.
Description
When this charm is activated, it triggers a Knock spell with a caster level of 11 once per day
Construction
Requirements Craft Wondrous Item, Knock; Cost 3960 gp
Silver Winged Boot Charm:
Aura Faint Transmutation; CL 3rd
Slot - ; Price 2160 gp; Weight - lbs.
Description
When this charm is activated, it triggers a Levitate spell once per day.
Construction
Requirements Craft Wondrous Item, Levitate; Cost 1080 gp
Similar charms can be made with an appropriate bauble to represent each spell. When a bracelet is found, it must be worn for 24 hours before any of the charms can be activated.
Not only was it a spell in a can; It was a six-pack! Not a very "catchy" name, maxed out the word limit and didn't even have enough charms to fill all the slots on the item and it was sure to be pummled for trying to do too much.
But, you live and learn and I'm alredy planning for next year.
Dark Arioch |
Yes, I too wish to thank you in advance for your feedback. I see that I am in good company here :)
THREAD OF UNRAVELING
Aura Faint Transmutation; CL 3rd
Slot-; Price 2,160 gp; Weight-
DESCRIPTION
This is a simple spool of black thread with a needle. Close examination shows the thread is made up of tiny links, like a chain. It can be used once per day; this empties the spool which recharges at midnight. The thread is activated by placing the needle into anything created from fiber. It quickly weaves itself within a single round into the object or creature. If woven into an unaware recipient's clothing or possession, a sleight of hand skill roll will allow it to remain unnoticed. It affects up to 60 feet of rope, a single medium sized or smaller garment or item, or a 5 foot square area on a larger object. The thread remains inert (but can be detected through Detect Magic) until the command word is spoken. It then does 3 points of acid damage to the object and any creatures in contact with it. All Thread of Unraveling within 60 feet is activated when the command is heard. This damage is doubled if used on a particularly valuable object (100+ gp) or if it affects a beautiful or charismatic creature (14+ Charisma). Magic items can make a DC 12 Fortitude save to resist the effects of the acid.
Originally known as Shelyn's Bane in Nidal, the thread was quickly picked up by thieves for its use in easing the procurement of valuables from pouches of the unwary and making many a city guard regret following a rogue up a thread laced rope. The Kuthite Captain Elliot Braker is said to own a more powerful version of the thread that treats the flesh of the living the same way as it might a tapestry.
CONSTRUCTION
Requirements Craft Wonderous Item, Animate Rope, Acid Splash; Cost 1080 gp
I suspect maybe the rechargable nature did me in....maybe? I almost just called it Shelyn's Bane and maybe should have.
Thunderbuckets Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Star Voter Season 9 |
Might as well.
Scales of the Miser
Aura moderate divination; CL 6th;
Slot —; Price 4,200 gp; Weight 2 lbs
Description
These large brass scales function as a normal set of merchant’s scales, though they grant a +4 circumstance bonus on related Appraise checks as opposed to the regular +2. In addition, six times a day, a small button at the base may be depressed; the scales then emit a low hum and seem to glitter with a golden sheen, and after one round, they readjust to compare their contents by their price in gold pieces.
There is no calibration or degrees of weight difference in this price-weighing; the two dishes are simply compared to each other, and the more expensive will be weighed as heavier.
If the contents of either dish are changed or altered during a price-weighing, the scales instantly revert back to their nonmagical state and must again be recalibrated, though one daily use is still expended. If left untouched, they revert to this state after one minute.
Each dish has a weight limit of 10 lbs. The scales do not function on artifacts, automatically pricing them at 0 gp.
Despite these limitations, the scales of the miser are prized by merchants and artificers for their abilities to, if cleverly used, quickly appraise valuables, locate counterfeits, count large sums of money, and determine just how truthful adventurers are being.
Construction;
Requirements Craft Wondrous Item, identify, creator must have 10 ranks in Appraise; Cost 2,100 gp
Mynameisjake |
St. Cyr's Cup
Aura faint divination; CL 5th
Slot --; Price 2000 gp; Weight 1 lb.
Description
St. Cyr's cup, also known as a traveler's tankard, is a boon to adventurers, travelers, and diplomats. The tankard can be crafted from any material, usually to suit the status of the owner, but is always a finely crafted vessel featuring paintings or engravings of revelers on the exterior. The magic of the the tankard can be activated once per serving by dropping a coin into the filled vessel and then lifting it as if to make a silent toast. If the coin used is copper, and poison (other than alcohol) is present, the revelers depicted on the tankard will slowly fall as if dying. If a silver coin is employed and poison is present, then the figures will begin to make rude gestures while continuing their revel, and any poison in the drink will be neutralized. If a gold coin is used, the figures will draw weapons and grow solemn. The owner of the tankard may then drink from the vessel without harm, but if a person who knowingly placed poison in the tankard touches, handles, or drinks from it within the next hour, she will be affected by the poison as if it had been ingested, automatically failing the first save allowed against the affliction. In all instances, a coin deposited in the tankard vanishes. The tankard requires possession by the owner for 24 hours before functioning. Only the owner can see the changes in the revelers.
Construction
Requirements Craft Wondrous Item, delay poison, detect thoughts, detect poison, purify food and drink; Cost 1000 gp
Thanks to Paizo for the opportunity to compete, the judges for their time and effort, and an extra thanks to Clark and the others who are going the extra mile to critique items posted here. You guys are the real superstars.
cwslyclgh Marathon Voter Season 6, Marathon Voter Season 7, Star Voter Season 8 |
okay, here is my item, if Clark or Sean (or anybody really) would give me some feedback that would be great!
Wes:)
Sphere of Searing Smoke
Aura moderate abjuration and conjuration; CL 9th
Slot --; Price 30000 gp; Weight --.
Description
This perfectly formed, clear glass sphere is about two inches in diameter. The sphere appears to be filled with roiling smoke shot through with occasional flashes of flame, and is always warm to the touch. When held in the hand the sphere protects the holder from fire, each time the holder would normally take fire damage subtract 20 from the damage dealt. Additionally, the orb grants its holder the ability to see normally through smoke, steam, mist, fog, or other such concealing clouds, though it will not aid in seeing through darkness or other non-cloudy forms of concealment. Finally, the sphere is very fragile, and it can be shattered by dropping or throwing it against any relatively hard surface. Should the sphere break, it will explode in a small puff of flame and smoke, the smoke will then rapidly expand into a thick cloud with the same dimensions (and effects) of a fog cloud spell. Inside of the cloud, and unable to leave its area, a large fire elemental will appear and attack anything living that is also in the cloud. The cloud and elemental will persist for a maximum of 18 rounds, with the smoke dissipating earlier if the elemental is slain before the 18 rounds have passed, if the cloud is dispersed earlier, such as by a strong wind, the elemental will vanish as well. Of course, breaking the sphere in this manner destroys the item.
Construction
Requirements Craft Wondrous Item, Extend Spell, resist energy, summon monster V; Cost 15000 gp
The_Minstrel_Wyrm Star Voter Season 6, Star Voter Season 7, Star Voter Season 8 |
Greetings Clark, Sean, and fellow paizoians.
I'd really like to know what I didn't do, so that I can learn and grow from this, and have a better chance next year. Thanks in advance.
(And while I'm seeking "official" critiques, I wouldn't mind thoughts or insights from the community either.) Here goes:
Diadem of the Void
Aura strong abjuration and transmutation CL 15th
Slot head; Price 191,625 gp; Weight 2 lbs.
Description
This circlet of hammered adamantine and mithril wire twisted together, holds a flawless midnight sapphire at its center.
A diadem of the void grants its wearer abilities similar to one of the Dark Tapestry's least inhabitants, a chaos beast. Spells of the transmutation (polymorph) subschool are ineffective against the wearer of the diadem, whether these spells are beneficial or harmful. The wearer is also capable of making a touch attack, up to three times per day, but not more than once per round that causes a living creature to lose control of its shape and form becoming a spongy, amorphous mass if it fails a Fortitude save (DC 17). This touch attack functions as a chaos beast's corporeal instability curse effect, except without the 1 Wisdom drain per round and the victim does not permanently become a chaos beast due to total Wisdom drain. The victim continues to suffer a shapeless, shifting form until cured by magic (such as break enchantment, heal, remove curse, or similar magic). Further information regarding a chaos beast's corporeal instability curse effect can be found in Pathfinder Module Carrion Hill. If anyone that is not of a chaotic alignment dons the diadem, they immediately receive one negative level. This negative level cannot be removed while the diadem is worn.
Construction
Requirements Craft Wondrous Item, baleful polymorph, greater spell immunity; creator must be Chaotic; Cost 95,813 gp
Okay, there it is. I think I might know some things that went against me with my item. (1) PCs really wouldn't want it. (And by that I mean they have more reliable and more powerful abilities of their own.) (2) Maybe having that sentence about seeing Pathfinder Module Carrion Hill hurt me more than helped. (Although honestly I did that because I knew I didn't have 100 words to spare, which is roughly what I would have needed to basically take the text from that module and represent it in my item description.)
But, I really would like feedback. It's the only way I'll learn and grow as a potential designer.
Thank you.
Dean; The_Minstrel_Wyrm
varianor |
Dagnabbit, I can't edit something from 7 hours ago. Okay, here's the item:
DIAMOND EGG OF MARVELS
Aura strong universal; CL 17th
Slot --; Price 60,000 gp; Weight .5 lbs.
DESCRIPTION
On command, this glittering crystalline item breaks open to reveal a feather token that provides the effect of one 0 to 6th level spell from any class (or any existing feather token or wondrous items worth up to 45,000 gp). Activating the token is a standard action. The caster level for the token’s spell effect is 13, and any save DCs are calculated at 15 + spell level. Anyone using the egg must provide XP and any spell components that have a gold piece value. Unused creations last until the egg becomes whole, and then mysteriously vanish. The egg pieces rejoin seamlessly within 24 hours, ready for use again.
Rumors of a cursed black diamond egg whose marvels ultimately betray their owner are just those. Rumors.
CONSTRUCTION
Requirements Craft Wondrous Item, wish or miracle; Cost 30,000 gp
Maugan22 |
I'd appreciate some feedback on this one also, from the looks of it I might need to wait a while.
Folio of Origami Assailants
Aura faint transmutation; CL 4th
Slot —; Price 1000 gp; Weight 6 lbs.
Description
This folio is full of 300 sheets of paper with crisp edges. When a command word is spoken the folio flies open in a flurry of pages which immediately fold themselves into hundreds of any kind of creature the possessor desires. Popular choices include scorpions, miniature humanoids, and scarabs. These origami creatures attack in a swarm at their creator’s behest pinching or inflicting magically augmented paper cuts. They continue to attack until commanded back to the folio or destroyed. The swarm is able to understand only the most rudimentary one word commands.
If the swarm is damaged or even killed the folio paper may be replenished. To restore one hit point 40 gp of paper is required, 600 gp of paper is needed to replace a lost swarm.
Origami Swarm (CR 2)
XP 600
N Tiny construct (swarm)
Init +2; Senses low-light vision, darkvision; Perception +8
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 16 (3d10)
Fort +1, Ref +3, Will +1
Defensive Abilities swarm traits Immune Bludgeoning attacks
Weakness Fire, see flammable below
OFFENSE
Speed 15 ft.
Melee swarm (1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 12)
STATISTICS
Str 2, Dex 15, Con -, Int -, Wis 10, Cha 2
Base Atk +2; CMB —; CMD —
SPECIAL ABILITIES
Flammable (Ex) A swarm which survives a fire attack will automatically catch fire and will be fully consumed after completing its next action. During this last action the swarm deals an additional 1d6 points of fire damage.
Construction
Requirements Craft Wondrous Item, unseen servant,; Cost 500 gp
Gerald Andrews RPG Superstar 2009 Top 32 aka KissMeDarkly |
Okay, I am working from memory, so this may be a little rough but here goes.
Amulet Of Shadows
Aura Moderate Necromancy; CL 8th
Slot Neck; Price 267,000gp; Weight -This amulet is carved from a single piece of silver into the shape of a skeletal hand. Clasped in the hand is a piece of rare black marble, streaked with read streaks and the "chain" is a braided strand of human hair.. Three times a day as a standard action, the wearer can grasp the amulet and cast Animate Dead as if they were an 8th level wizard. The undead create by one use of the amulet last until they are destroyed or until the wearer creates a new batch of undead with the amulet.
Requirements: Craft Wonderous Item, Animate Dead, the maker must place a drop of their own blood on the stone at the center of the amulet. Cost: 107,000 gp
Well, I read this item, figured I wouldn't respond let Clark & Sean do their thing, but this one just kept bugging me.
David, I see some problems with this submission.
First, the item is a Spell-in-a-Can.
Next, for me at least, is that the name makes me think SHADOWS, not UNDEAD. This bugged me so much that after glancing through the rest of the 129 posts (at the time) I decided to reply any way.
The name should be geared more towards what the item does. It grants the wearer an undead minion. Example: Amulet of Death's Release.
Then, the name is also to... blah. Amulet of Shadows = no mojo. My TOP 32 submission from last year made Wolfgang Baur pull it from out of sequence. That's what the name for every Superstar submission should be aiming for.
Now, the price feels off. I tried figuring this out and came up with this:
SPELL LEVEL 3
CASTER LEVEL x8
CONTINUOUS 2,000 GP
CHARGES per DAY (3) 1.667
CONTINUOUS ITEM 50 % OFF
SPELL DURATION x4
((3 * 8 * 2000) * .5 * 4) / 1.667
PRICE: 115,200 GP
COST TO MAKE : 57,600 GP
Xaaon of Korvosa |
I too would appreciate any feedback.
Sheath of Returning
Spoiler:
Aura faint divination and transmutation; CL 5th
Slot --; Price 2,000 gp; Weight -- lbs.
Description
A sheath of returning works with a weapon that has the returning special ability. A returning weapon flies back to the attuned sheath and re-sheathing itself, dispensing with the need for the thrower to catch the weapon. The returning weapon returns to the sheath even if the thrower has moved.
The weapon must be sheathed a full 24 hours before the sheath is attuned to that weapon. If the weapon is not sheathed for more than 24 hours, the sheath is no longer attuned to that weapon.
Although it is usually a dagger’s sheath, there are also sheaths in other forms for other types of throwing weapons, such as loops for throwing axes.
Construction
Requirements Craft Magic Arms and Armor, Locate Object, Mage Hand; Cost 1,000 gp
Well I like this better than some of the ones that made it personally, it tweaks existing rules. it's very clean, one problem I see, it should still be craft wondrous item for a Requirement.
Ellipsis |
Titivillus’ Quill
Aura Strong Abjuration; CL 15th
Slot -; Price 50,000 gp; Weight -lbs.
Description
This jet-black erinyes feather sinks comfortably into the grip of any that creature picks it up, but attempts to write with it yield only an illegible scrawl. Using a scroll within 500 ft of the quill requires a Spellcraft check (DC 25 + spell level) with failure resulting in a scroll mishap. Additionally, whenever a character holding the quill attempts a counterspell action, and their accompanying Spellcraft check exceeds the DC by 10 or more, they may choose to redirect the spell rather than proceeding with their counterspell. If the quill’s wielder chooses to redirect the spell, both casters must make an opposed caster level check, with a bonus equal to their highest level spell slot. The winner of this check determines the targets of the spell as normal, and must make any relevant attack rolls or skill checks. Spells redirected in this way use the original caster’s caster level and spellcasting attribute to determine variable effects and save DCs, but the winner of the opposed caster level check functions as the spell’s caster for all other purposes. Each time the quill successfully redirects a spell, it siphons off some of its wielder’s blood, causing 1 point of Constitution damage. This blood drips from the quill’s pointed tip for several minutes, during which the quill may be used to write normally. Creatures without a constitution score may not use Titivillus’ Quill.
Construction
Requirements Improved Counterspell, spell turning, crafter must have a Constitution score ; Cost 25,000 gp
Andrew Judd RPG Superstar 2009 Top 32 , Star Voter Season 6 aka Virgil |
I do thank you for giving up your time for this, again.
Whispering Tankard
Aura Moderate divination; CL 9th
Slot -; Price 3.650 gp; Weight 2 lbs.
Description
A stylized stein with etchings of a relaxed bar scene on the outside and etchings of a courtroom ball on the inside. While drinking out of the tankard, snippets of conversation are misheard, coincidences are seen for what they mean, and other signs and portents make themselves known as the user connects with the akashic memory.
When making a Diplomacy check to gather information in a community, and the whispering tankard is user's sole drinking vessel, the results of the check are treated as if the user were in another community of his choice for purposes of what can be learned. Information that would be considered obscure in one community might be less so in another.
Construction
Requirements Craft Wondrous Item, contact other plane; Cost 1.825 gp
Gerald Andrews RPG Superstar 2009 Top 32 aka KissMeDarkly |
okay, here is my item, if Clark or Sean (or anybody really) would give me some feedback that would be great!
Wes:)
Sphere of Searing Smoke
Right off the bat... the price is off. The pricing doesn't seem to include the costs of all three powers the Sphere grants: fire resistance, unobscurred vision through smoke/fog, summoned fire elemental. Though I think you added the Elemental as an occassional drawback it should be considered a power, cause if a PC decides to throw the sphere at an enemy, it releases the imprisoned fire elemental near / next to the PC's opponent when it breaks.
The requirements should include something to account for unobscurred vision through smoke/fog. I suggest including obscuring mist. Unless someone knows of a better spell.
Wes, your submission needs to be seperated up into paragraphs. I can see at least two places were a new paragraph should have been made.
Ryan Marsh RPG Superstar 2011 Top 16 , Star Voter Season 6, Star Voter Season 8 aka Anry |
Torag's Teakettle
Aura faint transmutation; CL 4th
Slot none; Price 4100 gp; Weight 3 lbs.
Description
These cast iron kettles, stamped with Torag's warhammer, were first forged for master craftsmen to aid them in working even through the wee hours of the night. The kettle can hold three flasks worth of liquid and takes five minutes to boil. Any liquid boiled in the kettle becomes holy water as if subjected by a bless water spell and will never freeze.
In addition, liquids boiled in the kettle have rejuvenating qualities when consumed. After drinking a flask of liquid boiled in the kettle a creature is healed 1d8 nonlethal damage and is no longer fatigued. If a creature is exhausted when they drink it they become fatigued instead. Liquid boiled in kettle only maintain this quality for an hour after being boiled. This time is halved in cold weather and doubled in hot weather.
Construction
Requirements Craft Wondrous Item, Endurance, bless water; Cost 2050 gp
Here's my item for feedback. I'm fairly early on this year. Here's hoping they make it too me. Oh and as promised the backstory of the inside joke that actually spawned its creation.
Back during Alpha playtesting of Pathfinder. . .
The dwarven cleric found a group of kobold children after slaying the warriors. Stuck with indecision he prayed to his Torag for guidance. I was in a quirky mood, and so Torag said "Make something". The dwarf replied, "But I have a moral dilemna!"
"Here have a teakettle," Was Torag's only response and a teakettle manifested before the cleric. Clearly he was channelling the wrong aspect of Torag at the time.
With no useful answer from Torag, the cleric decided that the kobolds would merely spawn more of their kin and therefore were a threat to nearby settlements.
The teakettle was a regular item of the group for the rest of playtesting.
steelhead Star Voter Season 7, Star Voter Season 8 |
And now for something completely different...
I would appreciate any comments, but pretty much realize what I did wrong here.
Urgathoa’s Tainted Hand
Aura faint conjuration and enchantment; CL 5th
Slot neck; Price 10,200 gp; Weight 2 lbs.
Description:
One of the few cursed magic items purposefully created, this recently mummified human hand maintains a healthy pink look and hangs by a leather cord around a character’s neck (taking up space as a magic necklace would). Magic analysis indicates this item protects against disease, but it is cursed and actually only guards against manifesting the negative effects of disease. The wearer must make a saving throw versus any disease he comes in contact with, failure indicating he contracts the illness without taking any ability damage, and becomes a carrier of any inhaled or contact disease. The wearer continues to make checks to overcome the disease naturally, and transmits the disease in its normal fashion. The hand starts to show all the cosmetic aspects (boils, lesions, eczema, withering, etc.) and only if the wearer removes the hand do the surface aspects and the ability damage manifest on the owner.
The hand grants the ability to cast contagion once per day when the command word is spoken, but if the disease is normally contracted by inhalation or contact the wearer must also make a saving throw or become a disease carrier. Additionally, the target of the spell is distracted (see Bestiary pg. 299) if she fails a Fort. Save (DC 16).
This cursed item is identified like most others: if the check made to identify the hand succeeds by less than 10 only the protection versus disease power is revealed without disclosing the carrier curse or other functions of the object. If the check to identify succeeds by 10 or more all abilities and drawbacks become apparent.
Construction:
Requirements Craft Wondrous Item, contagion, remove disease, Knowledge (Religion)
Cost 5,100 gp
Drakli |
Hi, I'd like to get feedback on my item, please.
===
Octopus Gloves
[Aura moderate transmutation; CL 9th;
Slot hands; Price 9,000 gp; Weight -
Description
These oilskin gloves remain perpetually moist, and give off the salty scent of the sea. 10 rounds per day, which need not be consecutive, the wearer can activate the gloves as a free action, transforming his primary hand into a mass of writhing tentacles, and his off-hand into a grasping octopus maw. The tentacles grant a primary attack, which deals lethal damage equal to an unarmed strike and has the grab ability (including +4 to grapple checks.) The wearer can make a secondary bite attack against a successfully grappled foe with his other glove, also dealing lethal damage equal to an unarmed strike, but injecting poison as well. This poison deals 1 Strength damage per round for six rounds, with a DC 20 Fortitude save allowed every round to negate the damage and cease the affliction. Active or not, the gloves continually grant a +4 competence bonus to swim checks.
Construction;
Requirements Craft Wondrous Item, Beast Shape III; Cost 4,500 gp
===
Thank you for your reviews. I'm looking forward to seeing where I can shore up my design-work. I was a little afraid this might have been the item that annoyed Clark as being jokey. I didn't intend it as such, but sometimes something I think is creepy comes across as silly to others.
Urizen |
Hi, I'd like to get feedback on my item, please.
===
Octopus Gloves
Thank you for your reviews. I'm looking forward to seeing where I can shore up my design-work. I was a little afraid this might have been the item that annoyed Clark as being jokey. I didn't intend it as such, but sometimes something I think is creepy comes across as silly to others.
It doesn't come across as jokey to me. Instead of the primary hand, it would have been cool if both hands had turned into tentacles. It'd be interesting to take advantage of grappling rules, pulling back features, and perhaps squirting some ink that would do some type of damage. Then I'd try to come up with an alternative title for your item that has a little more pizzaz. Octopus Gloves, while getting the point across easy, just seems 'meh' to me.
But that's just me. :D
Carl Flaherty RPG Superstar 2009 Top 32 aka Lord Fyre |
Lord Fyre wrote:Hunter's FangI think an item like this is essentially beast shape in an appropriate package. Now, if the item cost less, had a duration and was a single use item, I could see barbarian tribes getting hopped up on - hehe - animal crackers, and that being a cool item that drives an exciting combat or two. To me, a light modulation can take a packaged spell and turn it into a story element or badly needed bonus during a violent climax.
So like a wooden totem (that would be burned in the sweatlodge) or a magic warpaint?
Thus it would be cheap enough that a barbarian or savage humanoid tribe could apply to their leading warriors before a big battle. possibly as a rude shock to the PCs when they attack the goblin/orc/ogre chieften?
But that's just one opinion.
But a well considered one.
Curaigh Star Voter Season 6, Dedicated Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 |
1 person marked this as a favorite. |
I realize y'all won't get to this for a while and after tomorrow you will have the real judging to do again so thanks for any advice you can give.
BLADEMORPH BALDRIC
Aura moderate transmutation; CL 2nd
Slot Chest; Price8000; Weight 1 lb.
DESCRIPTION
The iron clasp of this simple leather baldric resembles a plowshare when closed.
To activate the blademorph baldric’s magic the wearer must have a weapon in its sheath and be aware of the attack. The magic also requires a bladed weapon to successfully hit the wearer with a melee attack. When the right conditions are met, the wearer may as an immediate action speak the command word. Activating the blademorph[/] causes it to glow with the heat of a forge and rings the sounds of beating hammers. The offending blade is immediately rendered into a useless slug of metal.
This effect lasts for 1d4 rounds after which the weapon returns to normal. A blade may make a Will save to negate this effect (DC 15). Objects use the attacker’s save bonus and magic weapons may add 2+1/2 caster level. Though the [i]blademorph baldrics were originally designed with swords in mind, any non-natural melee weapon can be rendered similarly useless. See page 56 of PF RPG for weapon definitions. Such weapons get a +2 bonus to the save to negate the effect.
The blademorph baldric can only affect one weapon at a time, and any single weapon can only be affected once.
CONSTRUCTION
Requirements Craft Wondrous Item, make whole, Creator must have 5 ranks in the Craft (weapons) skill; Cost4000 gp
now back to reading the Top 32!
Clark Peterson Legendary Games, Necromancer Games |
Amulet of Idios
Aura Moderate Transmutation; CL 8th
Slot Neck; Price 24,000 gp (Copper), 96,000 gp (Silver), 216,000 gp (Gold); Weight --
This had three flaws: 1. name (idios) was distracting, 2. ignored the change Jason made to move all body-boosting items to belts and all mind-boosting items to headbands, and 3. there's nothing superstar about taking six other existing items and making them one item.
Those were our thoughts.
In one of the top 32 items I think Wes says an item shows that the author is thinking like a game designer, not like a PC or a fanboy or whatever. I thought that was a great way to summarize it. You arent quite thinking like a designer here, more like a PC (I want all those effects in one slot!) is how it felt to us. I hope that helps.
Again, good, but not good enough.
Clark Peterson Legendary Games, Necromancer Games |
Reliquary of the Red Death
Wes didnt like the name, too linked to Poe.
Here is what I said:
I didnt have a problem with the connection to "red death." Granted, you need to be careful when you use a name with such a clear literary basis adn that it doesnt deliver on any of the suggestive promises of the name. I think it links up to red and to death, just not the "red death" that anyone who has read Poe would like it to. I guess it's possible this author hasnt read Poe. But it has sticky red stuff then a red ant swarm. So I'll give him a pass on that. And I dont mind the ants.
His problem is the poison cross over. I dont think wondrous items should work like poisons. I dont know what "exposed" means here. And how many people can be "exposed" from two doses? I dont know. But you need to know, since anyone exposed gets an ant attack.
That's fatal, in my view--not defining what exposure is. I dont know how to adjudicate this item.
Reject.
Clark Peterson Legendary Games, Necromancer Games |
Clark Peterson Legendary Games, Necromancer Games |
Mask of the Devourer
We all had a bit of a hang up with the rotten mean thing. What is rotten meat? Do we really want items that require PCs to keep rotten meat in their inventory? How rotten is rotten? Any kind of meat?
It just highlighted that the item was trying to be gross rather than trying to be good.
Clark Peterson Legendary Games, Necromancer Games |
Strand of Beating Hearts
OK, I'm going to post my comments. I want you to learn from them and not be upset. We felt this was a home campaign item. We felt it was a mechanical mess.
Here is my post followed by two rejects:
Is "engaged" a mechanic in Pathfinder?
Hit points under 15%?
Save or die? Old school!! Nice!! Oh, wait, no that is one of the bad things from old school design. ;)
Same level or greater? Where does that effect come from?
Resonate with the rhythmic beats of drumming?
I'm not even touching the nightmare thing.
This is a mechanical mess.
This screams "home campaign item." I bet this is awesome in your campaign.
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The spooky description and the gonzo stuff worked for me. It was the mechanics that really did you in for us. It seems like YOU know what this thing does but what you didnt do is do a good job conveying to another DM using modern mechanics how to run your item.