Judges, Please Critique My Item


RPG Superstar™ 2011 General Discussion

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Star Voter Season 6

The Not Lost Box
Aura moderate conjuration; CL 9th
Slot —; Price 9,000 gp; Weight 15 pounds
Description
This wooden chest has a nacre moon emblem on the lid and mystical symbols carved into all sides. It is big enough to hold anything 9 inches wide by 10 inches tall by 6 inches deep.
The first person who turns the moon emblem clockwise three times becomes the new owner. The owner can place any objects that will fit into the box. When he closes the lid, the items vanish so they do not appear to any one else and add no weight to the box. Only when the owner opens the lid do the items reappear. For all others, the Not Lost Box works only as a normal box.
Should the Not Lost Box be abandoned, stolen, or lost, it mysteriously reappears 1d100 minutes later within reach of its owner.
The box returns to unowned status upon the death of the owner or if the owner turns the moon emblem three times counter-clockwise. The same person, or a blood relative if the owner is deceased, can retrieve items left inside by becoming the owner again. A Not Lost Box can have many such previous owners, each with their own contents inside.
If the box is destroyed, owners can retrieve their contents if another box is constructed using more than half of the remains of the old one.
Construction
Requirements Craft Wondrous Item, Secret Chest; Cost 4,500 gp

Shadow Lodge Star Voter Season 6, Dedicated Voter Season 7, Star Voter Season 9

Note: This is a very slightly different version of the item entered. Due to unfamiliarity with Microsoft 2010, I saved over that version. Obvious pricing mistakes and leaving out two words (single use) in the original version explain why I didn't make the top 32.
Clay of Flesh Crafting
Aura strong transmutation CL 10th
Slot--- Price 3800 gp; Weight 3 lbs.
Description The Clay of Flesh Crafting resembles fine potters clay, moist to the touch, with a light brownish tinge. Applied to the skin of a target humanoid, this single use item makes the flesh malleable, allowing another person to reshape the target’s physical appearance including apparent sex, race, weight and height with a Craft: Sculpture check. Unwilling targets must be physically or magically restrained throughout the process. DC’s on the Craft: Sculpture checks are:
Same race and sex DC 10
Different race or sex (or both) DC 15
Specific person: DC 30, +5 circumstance bonus modeling off a painting or statue; +10 if modeled on an actual model.
A successful role allows the character a +15 circumstance bonus to disguise checks. The clay does not change hair color, eye color, or the target’s size category or grant racial abilities.
Alternately, the clay can be used to cause blindness, deafness, or silence without a skill check by covering the ears, mouth, and eyes or any combination thereof. Silence also removes the ability of the target to eat, leading to eventual starvation. Effects are permanent unless removed by break enchantment, limited wish, wish, miracle or reapplying the Clay of Flesh Crafting and making the appropriate skill checks.
The original clay originates in Arcadia, which some tribes of the continent use in adoption ceremonies for children captured to replace slain relatives. Wizards in Cheliax and Andoran have mastered the art of mixing the clay. It is used by both nations’ intelligence services and in Cheliax for artistic endeavors.

Construction Requirements Craft Wondrous Item, alter self, permanency Cost 3800 gp

Liberty's Edge Dedicated Voter Season 6

Sean K Reynolds wrote:
Andrew Christian wrote:
Searing Vestment of the Dawnflower

*unorthodox "use your damage as your CMB check" mechanic

*rays using splash mechanics are also strange (especially as part of a teleport)
*40 ft. radius is a HUGE circle of flame, bigger than most dungeon rooms
*has an italicized descriptive intro, which no magic item in the Core Rulebook does
*"Behind" doesn't exist in a game without facing.
*overall, cool idea, presentation and rules-fu is lacking

Ah, and there I was trying to be innovative and creative coming up with a different sort of effect. Well, back to the drawing board and next year, a new cool idea will be, hopefully, presented much better.

Scarab Sages Dedicated Voter Season 7

Gauntlets of the Chittering Delve

Aura moderate transmutation; CL 9th
Slot hands Price 22,500 gp Weight 2 lbs.

Description These crude gauntlets are crafted from segmented chitin and poorly cured hide with tufts of fur still attached. Spiraling Aklo runes are burned into each, extolling the powers of the Rough Beast. Upon activation, the gauntlets warp your hands, enlarging grotesquely and elongating your fingers into jagged obsidian talons. These claws allow you to dig through solid rock as if it were soft clay, burrowing through it at a speed of 5 feet/round. You do not leave a usable tunnel behind you unless you choose to, and any such tunnel is filled with rubble and counts as difficult terrain.

Once so transformed, you cannot wield hand-held weapons, cast spells requiring somatic components, or perform any tasks requiring fine manual dexterity. However, you gain two primary natural claw attacks, each of which does 1d6 points of damage. If Rovagug is your patron, you can attempt to sunder items in combat with the claws as if you had the Improved Sunder feat. Additionally, your claw strikes can ignore object hardness of 8 or less. If you already possess the above feat, checks made to sunder gain an additional +2 bonus.
Activating or deactivating the gauntlets is a swift action, and both gauntlets must be worn in order to function. The gauntlets can remain active for 9 rounds, plus a number of extra rounds equal to your Constitution bonus, if any. These rounds do not need to be consecutive.

Construction Requirements Craft Wondrous item, shatter, beast shape III Cost 11,250 gp


Spaulder of Forlorn Hope
Aura moderate transmutation; CL 7th
Slot chest slot; Price14,000 gp; Weight 7 lbs.
Description
This over-sized spaulder is typically stylized to represent the shock troopers it was designed for. Most commonly found in Mendev and Lastwall, these items help aid elite soldiers when significantly outnumbers by multitudes of lesser foes.

After the required 24 hour attuning, the spaulder may be activated by command word once per day. Upon activation, the spaulder creates a replica perfectly overlapping with the wearer's own form. It then splits from them to occupy an adjacent square and solidifies as a spiritual ally, except as noted below.

The replica lasts for 7 rounds. If the wearer does not spend a swift action to direct the replica, it attacks the closest enemy. Furthermore, without direction, it always move to flank with the wearer if possible. While the replica's weapon visually matches the wearer's, the damage is 1d8+2 and scores a critical only on a natural 20. It uses the wearer's base attack bonus (gaining extra attacks if your base attack bonus is high enough) plus their Charisma bonus when it makes a melee attack. Furthermore, if they possess any teamwork feats, the replica is considered an ally who also has those feats.

Lastly, in the face of swarms of overwhelming foes, the wearer may dismiss the replica early as a move action. Doing so triggers the replica to perform a great cleave, per the feat, before dissipating. If the replica has already attacked this round, this ability is wasted. Attempting to identify the replica from the wearer requires a DC 25 Perception check.
Construction
Requirements Craft Wondrous Item feat, any one Teamwork feat, spiritual ally; Cost 7,000 gp

Contributor

Modera wrote:
Bracers of transfiguration

*This basically lets you take a +2 human bane longsword and a +1 flaming dagger and temporarily make it into a +2 flaming human bane longsword. Stacking those weapon properties together shouldn't be a one-for-one trade-off. It gets even more complicated when you're allowed to throw the vorpal quality onto something else that's a high-end ability. Normally, you shouldn't be allowed to combine those effects into a single weapon...and certainly not at this price.

*And the "can't move specific weapon abilities" is really just to avoid the headache of making decisions about how those abilities would work if moved.

*I don't like items that are less than a standard action to activate... using an item is almost always a standard, too bad, deal with it, don't try to cheese out of it by changing the activation time.

*the item name isn't appropriate, the item doesn't really "transfigure" anything.


Contract Collar
Aura faint enchantment; CL 4th
Slot neck; Price 16,000 gp; Weight 5 lbs.

Originally forged by inquisitors of Abadar, these simple collars are now only known by the moniker given to them by the merchants that spread them through the lands. The collar fits tightly around the neck of a humanoid creature. The collars are as sturdy and difficult to escape as masterwork manacles bound by a superior lock. Once put onto a creature, it can be activated by any individual by speaking a unique command word as a standard action. When activated, it casts hold person (DC 13) on the creature that is bound by the collar. The range for this function is 140 feet. Frequently, the command word is etched on the inside of the collar.

The collars are frequently keyed to their owner. To do this, the owner places an invisible arcane mark on it. Only the oldest arcane mark placed on an item has any effect. Once keyed in this fashion, the collar will only activate for the owner who placed the arcane mark on it. Additionally, once keyed, the collar allows the master to create a 20-ft. radius ward centered on the collar as a standard action twice per day. If the collar leaves the warded area, the owner receives a mental alarm as if using the alarm spell. The range for this ability is 35 ft and the ward persists for 8 hours.

Any attempt to escape, either by using an Escape Artist check or by attempting to break the collar results in automatic activation of the collar each round that the efforts continue.

Construction
Requirements Craft Wondrous Item, alarm, hold person; Cost 8,000


In the word of the Constructive Criticism club I used to be a part of on an art site. "Hurt Me".

Cloak of the Pride
Aura moderate transmutation; CL 8th
Slot shoulders; Price 59900 gp; Weight 1 lb.
Description
A mane of long, dark brown fur lines the upper quarter of this cloak, while the rest of the drape is the tawny pelt of a lion’s body. Tidily trimmed into the shape of a traveler’s cloak, the pelt grants a +2 bonus to Stealth checks(+4 in undergrowth) much like the lion it once belonged to.
The enchantments on the cloak offers enhancements to combat much like a lioness hunts. A +1 competence bonus to flanking applies for anyone who wears this cloak; this bonus increases by +2 for every other flanking ally who is wearing a Cloak of the Pride. The flanking bonus cannot be stacked higher than +5(+7 counting standard flanking bonus).
Once per day, the wearer can wrap the cloak tightly around himself and take on the form of a lion(as per Beast Shape II). This effect lasts for 8 minutes, but can be dismissed early as a standard action, consuming any unused minutes afterwards.
Construction
Requirements Craft Wondrous Item, Beast Shape II, a freshly skinned lion pelt; Cost 29950 gp


I'm pretty sure why this didn't make the cut; I just didn't bring "the awesome" (and is too much of a spell-in-a-can). That said: what do you think? Thanks for assessing! :)

Smoking Crock of the Vengeful Beekeeper
Aura faint enchantment; CL 5th
Slot —; Price 24,050 gp; Weight 9 lbs.
Description
This is an unremarkable baked clay pot affixed with a cord handle, of the sort used by beekeepers to smoke beehives. When the crock is filled with smoke-producing fuel—such as twine, burlap, pine needles, sumac, or rotten wood—and lit (both are standard actions), it produces a hazy smoke in a 15-foot radius that causes docility in vermin swarms. The smoke reduces visibility by half, resulting in a -4 penalty on Perception checks.

Vermin swarms within the smoke are rendered docile, as though under the effects of calm animals. This effect persists as long as the smoke occupies at least one square of the swarms' space. Any action taken that would end the effects of that spell immediately causes the smoke to disperse, ending the effect. Creatures within the smoke can move through spaces occupied by vermin swarms without ending the effect, so long as they move no faster than their base speed.

Once per day on command, the crock's bearer can direct one of the affected swarms to move toward and attack any creatures outside of the smoke. This effect is similar to dominate animal cast by a 5th-level caster, except the swarm will attack creatures two or more size categories larger than it. After this effect's duration ends, the swarm reverts to its previous behavior.

The crock produces smoke for 5 minutes. After this time, or if the crock is extinguished, it no longer affects the vermin and they behave normally unless it is fueled and lit again.
Construction
Requirements Craft Wondrous Item, Vermin Heart, calm animals, dominate animal; Cost 12,025 gp

Star Voter Season 6

Thanks for taking the time to do this.

Tiniek’s Talkative Tankard
Aura faint divination; CL 5th
Slot none; Price 29,000 gp; Weight 1 lb.

Description
This clay tankard has the caricature of a gnome’s face carved on its surface. When the tankard is held and filled with any type of alcoholic drink the face animates and begins to speak. The tankard speaks in the language of its owner but regardless of the language spoken, always speaks with the unmistakable accent of a slightly inebriated gnome sailor of the floating settlement of Gogpodda. The tankard will begin waxing lyrical about various topics while active. Due to the tankard’s inebriation and tendency to drift off topic, the owner must succeed on a DC 10 diplomacy check to focus the tankard on discussing the information they wish. If successful, the owner gets a +5 competence bonus when taking 10 or taking 20 on all Knowledge skill checks, and can make those skill checks untrained. Once per day, as a standard action, drinking the liquid in the tankard grants tongues on the owner for 50 minutes.

Construction
Requirements Craft Wondrous Item, clairaudience/clairvoyance, tongues; Cost 14,500 gp

Contributor

Sebastian wrote:
Glass Heart

*I like that the designer tried to offset some of the brokenness of this heart by giving it weaknesses, but for 50k, getting the benefits of this item are too much. And they keep getting piled on.

*Just the raising should be enough at that price, with the weaknesses, especially since one could use it again in another creature later if the heart itself weren't destroyed. But the haste and negative energy resistance and electricity immunity (and healing!) are just too much. This is a Swiss Army Heart

*Way too much munchkin-ism and abuse potentil. That extra move action is a no-no.
*electricity has nothing to do with countering negative energy

Scarab Sages Star Voter Season 6

Adventure Path Charter Subscriber; Pathfinder Lost Omens Subscriber
Sean K Reynolds wrote:
Modera wrote:
Bracers of transfiguration

*This basically lets you take a +2 human bane longsword and a +1 flaming dagger and temporarily make it into a +2 flaming human bane longsword. Stacking those weapon properties together shouldn't be a one-for-one trade-off. It gets even more complicated when you're allowed to throw the vorpal quality onto something else that's a high-end ability. Normally, you shouldn't be allowed to combine those effects into a single weapon...and certainly not at this price.

*And the "can't move specific weapon abilities" is really just to avoid the headache of making decisions about how those abilities would work if moved.

*I don't like items that are less than a standard action to activate... using an item is almost always a standard, too bad, deal with it, don't try to cheese out of it by changing the activation time.

*the item name isn't appropriate, the item doesn't really "transfigure" anything.

Thank you for the review Sean, I'll keep this in mind for next year. I realized the issue with the standard action part after reading some other reviews.

Contributor

Crowface wrote:
Penumbral Ligatures

* I was liking this up until the point where it describes touch spells not requiring an attack roll. So, basically, if you succeed on ensnaring someone, you get up to 5 free touch spells you can automatically hit someone with as they try to break free from the ligatures? I think that's a bit much. The item would be a potential game-breaker.

* especially since there's no limit on the number of times you can attempt to entangle someone.


Thanks in Advance, harsh is better its the only way to improve.

Adventurers Rally Stones
Aura moderate conjuration; CL 13th
Slot —; Price 110’000gp (minimum for complete set of 10), individual stones only worth their value as a cut gemstone; Weight —lbs.
Description
Rally stones are a safeguard against the cardinal rule many groups sometimes break. DON’T SPLIT THE PARTY! During construction a single large gemstone is cut into smaller gems (worth at least 1000gp each). A key phrase to activate the stones is chosen by the caster. As a standard action anyone possessing a stone may speak the activation phrase. All other creatures who are in possession of a stone (e.g. in a backpack/pocket) are immediately teleported to the nearest adjacent square to the creature who spoke the activation phrase. Any creature carrying a rally stone gets no save to avoid being teleported. Because of this quirk, stones are sometimes left in piles of treasure to be taken by unwitting adventures who later find themselves randomly teleported into a very precarious situation. A set of stones can be activated 3 times per day.
Any effect/area/resistance that would prevent Greater Teleport functioning can also prevent a creature being teleported via a rally stone’s effect. A creature who finds and identifies a rally stone can attempt to activate the stone blindly without knowing the activation phrase with a successful Use Magic Device check DC30 and teleport the other stones and the creature possessing them to her, a dangerous proposition, but one that would lead to acquiring a complete set of rally stones and the activation phrase.
Construction
Requirements Craft Wondrous Item, 5 Ranks Craft: Gemstone, Greater Teleport, a Gemstone worth at least 10,000gp, 1 Caster level per smaller gem cut Cost 50’000gp + minimum 10’000gp gemstone

Shadow Lodge

Adventurers Rally Stones:
Phasics wrote:

Thanks in Advance, harsh is better its the only way to improve.

Adventurers Rally Stones
Aura moderate conjuration; CL 13th
Slot —; Price 110’000gp (minimum for complete set of 10), individual stones only worth their value as a cut gemstone; Weight —lbs.
Description
Rally stones are a safeguard against the cardinal rule many groups sometimes break. DON’T SPLIT THE PARTY! During construction a single large gemstone is cut into smaller gems (worth at least 1000gp each). A key phrase to activate the stones is chosen by the caster. As a standard action anyone possessing a stone may speak the activation phrase. All other creatures who are in possession of a stone (e.g. in a backpack/pocket) are immediately teleported to the nearest adjacent square to the creature who spoke the activation phrase. Any creature carrying a rally stone gets no save to avoid being teleported. Because of this quirk, stones are sometimes left in piles of treasure to be taken by unwitting adventures who later find themselves randomly teleported into a very precarious situation. A set of stones can be activated 3 times per day.
Any effect/area/resistance that would prevent Greater Teleport functioning can also prevent a creature being teleported via a rally stone’s effect. A creature who finds and identifies a rally stone can attempt to activate the stone blindly without knowing the activation phrase with a successful Use Magic Device check DC30 and teleport the other stones and the creature possessing them to her, a dangerous proposition, but one that would lead to acquiring a complete set of rally stones and the activation phrase.
Construction
Requirements Craft Wondrous Item, 5 Ranks Craft: Gemstone, Greater Teleport, a Gemstone worth at least 10,000gp, 1 Caster level per smaller gem cut Cost 50’000gp + minimum 10’000gp gemstone

Didn't they already do this in World of Warcraft?


Lachlan Rocksoul wrote:

** spoiler omitted **

Didn't they already do this in World of Warcraft?

wouldn't know I've never play'd world of warcraft

Contributor

1 person marked this as a favorite.
Standback wrote:
Reciprocity Coin

*Well it started off as a SIAC, but ended up pretty neat.

*There's a lot of metagame going on here. But mechanically this is sound, and the core is a Pathfinder spell so it must already be ok.

* So, it's a reciprocal demand between two people who exchange the coin? It's like a charm device that you can slip into your payment for an item in order to demand whoever you give it to to perform some service for you as well? Only, if they complete that task within a week, they get to make a demand of the original guy...but only as long as they carry out your no-save suggestion to write down your demand? I'm confused and uninspired by this thing. Even if I block out all the weird stuff, it still pretty much seems like a SIAC to me.

* If the designer had spent more time on pitching a clear, compelling idea for a magic item as they clearly did on using the template and the messageboard's BBCode (ooh, big text for the Item Name, Description, and Construction sections, pretty url's for demand and suggestion in case anyone needs to read up on them, and all the right em-dashes, semicolons, boldface, and italicization), then maybe this thing would have sung better. As it is, it's just not interesting or innovative enough.

* is 6,000 gp for a reusable, reciprocal demand item priced okay? I'm not really sure how to price this thing.

* needs to have suggestion included among its construction requirements. On top of that, it seems sort of boring. Honestly, 6,000 gp to make someone write something in their own hand? And then they get to make you do it?

* If you could make potions of 8th-level spells, then a potion of demand would cost 6000 gp, exactly what this item costs. That would only result in one demand, though, and this item is set up assuming you'll have two, but the worst-case scenario is you'll have just one (you issue a demand, target fails to reciprocate, item loses all power). So if all it could do were that one, it would be priced correctly. And in theory, you could consider the reciprocal demand a sort of penalty and thus lower the cost of the item. But if you agree with that idea, it should only lower the cost by 10-30%. And in the best-case scenario, you think up a way to get the coin back from the target after his demand, so you can use it over and over again (as nothing in the item description says the target knows the coin is the source of the magic). Which means it is WAY underpriced for 6000 gp, even though you could only use it every couple of weeks (1 week for your demand, 1 week for target's). All that aside, this seems more like a plot device to me than a wondrous item. I mean, what sort of item-crafter makes an item that obligates him to perform potentially any service for another creature, even if he gets a service in return?

Dark Archive

All comments are appreciated.

Self Assessment:
I imagine that the biggest problem of the item is simply that it's incredibly niche. It's not just an item for a villain, but also an item that is for a villain that happens to be able to spread diseases. Pricing is probably off too; towards the end I still couldn't really decide on what the right price would be. I was leaning leaning towards the current price being too expensive, but also considered that it can be used to infest a region with plague. I figure the grammar might also be awkward.

Pharaoh's Periapt of Pestilence:
Pharaoh's Periapt of Pestilence
Aura strong necromancy [evil]; CL 11th
Slot neck; Price 110,000 gp; Weight 1 lb.
Description
This amulet appears to be a necklace made of solid gold, which is clasped by six mummified index fingers. While worn, all diseases spread by the wearer no longer have an onset period and their frequency is halved.

Additionally, the wearer of the amulet can expend one or more charges to augment his diseases. When expending one charge, the wearer can add +2 to the DC of their diseases. When expending two charges, he can halve the frequency of the diseases once more, can empower the effect of the disease (typically increasing its ability damage by 50%) or can have one successful save not add to the amount of consecutive saves needed to cure the disease. When expending four charges, the first attempt to remove the disease always fails (such as through the remove disease spell or a successful heal check); seemingly making the treatment look ineffective. Each enhancement to the disease lasts for 24 hours. Multiple effects can be combined, but the same effect can not be applied more than once. Expending one or more charges takes a swift action. Expending a charge causes one of the mummified fingers to slowly rot off almost entirely; leaving little more than a fingertip clinging onto the necklace and the putrid stench of decay.

A Pharaoh's Periapt of Pestilence has six charges. A single mummified finger regrows every week, allowing the wearer to expend another charge.

Construction
Requirements Craft Wondrous Item, Empower Spell, Heighten Spell, contagion, creator must be evil; Cost 55,000 gp.


Vow of Silence
Aura faint illusion; CL 3rd
Slot Head; Price 53,000 Weight 1lb.

Description

This black leather mask covers the mouth and wraps around the back of the head where two buckles fasten. The phrase “silence is golden,” in bright gold paint, reveals itself along the mouth cover in the absence of sound.

Any creature that puts on Vow of Silence must make a will saving throw DC 13 or become mute. Only creatures who “willingly” fail the save, and become mute, gain benefits from the mask. A creature that takes the save and fails becomes mute but does not gain the benefits of use. An unwilling creature must make a save every round until muted or the mask is removed. Casting break enchantment, greater restoration, miracle or wish restores a creature’s speech. Creatures that willfully used the item and have their speech restored can never reuse the mask, but can become mute in the attempt. The willful wearer of the mask continually gains the effect of a silence spell, but the area of effect is personal. The wearer can hear all incoming noise, but emits no noise to others. The wearer and his gear are not hampered by the silence effect. Every surface the wearer touches in any way is not audible to others. Continual silence takes the form of a special circumstance bonus to stealth +20. Vow of Silence has an AC 16, 2 hit points and hardness of 2. Once per day the wearer can cast silence as the spell.

Construction
Requirements Craft Wondrous item, silence; Cost 26,500

Contributor

Nazard wrote:
Defending Wisp of the Dying Ember

* Really innovative, but I think it may fall into the Makes Adventuring Easy trap. The penalties of wearing it seem to counteract its benefits pretty well, though. I'm going to say we should keep this one around for further discussion, and am eager to hear what others have to say.

*An innovative idea. And has some decent flavor packaged around it. Personally, I would have liked to see this item centered around something like shades rather than gaseous form and telekinesis. Then, you could at least justify the damage reduction on any attacks made by the wisp as something that's only partly real, etc.

*Clearly, this is meant to be a warrior/rogue device (since spellcasters can't use the wisp to continue hurling spells...including spells to free themselves from being helpless). It's just designed to keep someone from executing (ha! I pun!) a coup de grace attack on the big, strong melee PC if he becomes helpless. Granting such a fallen big-guy an extra +4 bonus to CMB on bull rushes to keep away such attackers is just layering on an ever greater likelihood that no one will be able to slay him in that manner...and, it gives the added benefit of force damage if he's successful in pushing them away. And, he gets to use touch attacks to keep on defending himself. Even if that's just half damage, it's still pretty potent.

*The stabilization penalty while using the wisp is actually kind of cool. I like that part, because it makes sense if you're exerting yourself in that manner, it might make your real body less capable of surviving as it struggles to stabilize.

*I don't really care for the wisp being immune to all damage. I think it would make sense to still have force effects damage it...and thereby further drive someone into negatives if they're on death's door...or, at least do further damage to them if they're simply paralyzed or something.

*I also think the loss of normal, restful sleep when using the wisp is a bit odd in how that part is worded. Does the designer mean if you wear the amulet at night? So...take it off and you're okay? Do they mean if you used the wisp ability earlier in the day then you're denied a restful sleep that night?

*All that said, they followed the provided template perfectly. It's well-written and clear (for the most part). And, it's got the spark of a creative idea behind it. I think we should certainly award this item with an initial Keep status. And then we can hash it out more as we weigh and compare everything during the sorting phase.

*I'm not a fan. Helpless should be meaningfully scary. You'd move heaven & earth to get one of these things if you expected to be facing opponents that could render you helpless. Negatingbthat will throw off challenge calculations - you'd have a hard time coping with this in a published adventure.

*I would have liked it better if harming the wisp harmed you... as it is, it's almost a hp soak because enemies won't attack the paralyzed guy, they'll attack the invulnerable wisp.

*I think this ought to have a duration, perhaps tied to the user's hp (in that it drains hp every round it's out), otherwise you could just sleep, have your buddies put your body on a floating disk, and attack anything adjacent to you with your invulnerable avatar.

* I think the "if you use this while asleep" is there because when you're asleep, you're helpless, and can use the item. Ahhh, which means it's a good thing to have while you're camped, have one dude use this and stay up all night, invulnerable and guarding.

*So... has some problems. Cool idea.

(This item was VERY close to making it into the Top 32.)

Star Voter Season 6

Thanks for taking the time to critique, don't hold back anyone:

Spoiler:

Widow’s Lock
Aura faint transmutation; CL 3rd
Slot belt; Price 5,800 gp; Weight 1lb.
Description
This belt is fashioned from a long braid of silvery white hair that expands and contracts like a living, breathing creature. The belt harnesses the years of bitter loneliness the hair has absorbed to keep enemies at bay. When worn, the animate hairs uncoil and whip at any creature that gets too close. The distraction gives the wearer a +4 competence bonus to Combat Maneuver Defense.
As a standard action, the wearer can command the belt to unknot so the hairs can lash out with their full length, hampering movement. This creates a 5-ft. radius emanation, centered on the wearer, which causes any creature entering it to treat the area as difficult terrain. This effect never hampers the movement of the wearer. The wearer can cancel this effect as a swift action.
Traditionally the command word for the belt is the name of the widow’s lost love.
Construction
Requirements Craft Wondrous Item, animate rope or entangle; Cost 2,900 gp

Liberty's Edge

ISeekers Eye
Aura Strong Divination; CL 12th
Slot Eyes; Price 54,000 gp; Weight ---
Description
The Seekers Eye is a crystal lens which hovers in place half an inch from the wearers left eye. The lens has 5 charges, which renew 24 hours after the first charge was used, and can confer the following benefits.

As long has the eye has at least one charge remaining, the wearer can spend a full round action to detect hostile intentions from surrounding creatures within 20ft. By spending extra turns, the radius can be extended to a maximum of 60ft after 3 turns.

As a swift action, the wearer of a Seekers eye can expend a charge to receive one of the following benefits:-

Follow Movement:- The Seekers Eye tracks the movements of its target, allowing you to guess with ease where your opponent will be when you strike. Choose a target within 20ft. Until the end of your next turn, that target is denied his dexterity bonus to his AC. However, this ability does not allow a rogue to deal additional sneak attack damage to its target.

Expose Weakness:- Casting its gaze swiftly over its target, the Seekers Eye reveals the weakest spots in your opponents defences. Choose a target within 20ft. Until the end of your next turn, any shield or armour bonuses that opponent normally receives are halved on all attacks you make against them.

Construction
Requirements Craft Wondrous Item, Detect Thoughts, Analyse Dweomer, True Seeing Cost 27,000 gp

^
What I submitted.
What I changed it to after submitting (and should have changed it to before)
V

ISeekers Eye
Aura Strong Divination; CL 12th
Slot Eyes; Price 54,000 gp; Weight ---
Description
The Seekers Eye is a crystal lens which hovers in place half an inch from the wearers left eye. The lens has 5 charges, which renew 24 hours after the first charge was used, and can confer the following benefits.

As long has the eye has at least one charge remaining, the wearer receives a +2 insight bonus on reflex saves, as long as he can see the source of it.

As a swift action, the wearer of a Seekers eye can expend a charge to receive one of the following benefits:-

Follow Movement:- The Seekers Eye tracks the movements of its target, allowing you to guess with ease where your opponent will be when you strike. Choose a target within 20ft. Until the end of your next turn, that target is denied his dexterity bonus to his AC. This ability does also allow additional precision based damage (such as a rogues sneak attack) to its target.

Expose Weakness:- Casting its gaze swiftly over its target, the Seekers Eye reveals the weakest spots in your opponents defences. Choose a target within 20ft. Until the end of your next turn, any shield or armour bonuses that opponent normally receives are halved on all attacks you make against them.

Construction
Requirements Craft Wondrous Item, Detect Thoughts, Analyse Dweomer, True Seeing Cost 27,000 gp

Contributor

Mat Black wrote:
Hunting Cloak of the Great Cats

* monster in a can


Having had a few weeks since submitting, I think I decided it's noticably underpriced (when compared to, say, half the power of Quickened metamagic rod).

Astonishing cuff links
Aura moderate conjuration and illusion; CL 10th
Slot bracers; Price 6250 gp; Weight --
Description
These magical cuff links are worn as a pair on shirt or armor cuffs, or in a wristband or bracelet. While both are worn the cuff links assist in hand ‘magic’ tricks through use of a linked magical space, in which items can be placed into and withdrawn from either, providing a +5 bonus to sleight of hand checks. Additionally, two small items or smaller (but no more than two) may be stored within, in an extra-dimensional space, as a move action. The secondary power of the cuff links assists the wearer in activating items as they’re withdrawn. Withdrawing an item is a swift action which also reduces the time required to activate the retrieved item from standard action to a move action, if applicable. A potion would be unstopped, or wand already waved and waiting on activation word.
Construction Craft Wondrous Item, secret chest, cat’s grace, unseen servant; Cost 3175 gp

*edit: Old copy of the item. Updated to what I think I submitted

Contributor

Shadar Aman wrote:
Moonlight Strands

*Kind of really weak CMB bonus...+8 isn't going to get you very far against most undead...but priced at 500 gp, I suppose it's only meant for zombies and skeletons and such.

*The best part of this is the granting of combat maneuvers against incorporeal undead, but that's not enough to redeem it.

*Overall, it's a Monster-in-a-Can in the sense that this thing is just summoning an "ally" of sorts to help you keep undead away from you.

Shadow Lodge Star Voter Season 6, Star Voter Season 7, Star Voter Season 8 aka ugly child

Many thanks for this.

The Journal of Pernicious Replication

Aura moderate transmutation; CL 5th
Slot —; Price 5,000 gp; Weight 2 lb.

Description

This unassuming and scuffed journal appears as a log of accounting transactions, such as a store ledger or a tax auditor’s record. Once per day, when this journal is placed in contact with another document and the command word is spoken, the content of the journal changes to that of the document touched. The cover and shape of the journal remain that of the mundane log or ledger. The user may erase (as the spell) all or part of a document they have just copied. This does not allow the copying of scrolls, spellbooks or other magical texts and such text results in garbled content in the journal. The erase effect cannot affect magical text unsuccessfully copied. The journal can copy up to 400 pages of text and illustration before reaching its capacity. Copying a document requires a standard action which does not provoke an attack of opportunity. You may return the journal to its original state by shaking the journal roughly and speaking the command word as a standard action, this removes all copied content from the journal. The journal is favoured by clerks and spies for copying important texts quickly.

Construction
Requirements Craft wondrous item, erase; Cost 2,500 gp

Contributor

Herremann the Wise wrote:
Chrononaut’s Horologe

*Items the dabble with time travel are always fraught with danger. And I don't think this one does a good enough job to dodge those dangers. I'm put off by the imprisonment effect if someone attempts to interact with themselves. And the 7 mile limitation of travel from their location seems rather arbitrary. I also don't care for the use of the term "chrononaut" as it makes this item feel way more like a plot device.

*Time travel has so many pitfalls for stories and games, there's a reason why this stuff is usually pushed off into a 64-page sourcebook and isn't core material.

*What if you don't know who your direct ancestors are? It merely says you "can't interact with," but doesn't explain what that means. Talk to them? Kill them? Get in their way as they walk down the street? Unclear.

*And it's a one-use item... which, coupled with being a time travel device, means it's really a plot device in the form of an item.

*And there's some weirdness of it melting away once it's used, but it imprisons people within it, and they're freed when it's destroyed... so at worst, you're imprisoned for an hour?

*And you have to involve a deity when creating it?

Contributor

Matthias_DM wrote:
Cloak of Adhesion

*This item lets the wearer take on certain aspects of a mimic's adhesive ability...in that items coming into contact with it (i.e., weapons) get stuck and require Strength checks to pry free. That's a little bit of Monster-in-a-Can, but I'm more worried about the creatures getting grappled by this thing while leaving the wearer's hands free. So, a spellcaster finds it infinitely easier to still cast spells while under the grappled condition? What does that mean?

*All in all, I'm just not quite seeing this as a Superstar item. I sense the direction the author was headed. I just don't know that he brought it home well enough. Also, the Persistent Spell feat is out of order. The web spell requirement isn't italicized. So, it's got some other small nagging problems, as well.

*A very similar item just popped up, mimicking (HA!) the abilities of a cloaker instead of a mimic. Looking at the two side by side makes me want to reject both, as I don't think either of them successfully executes what looks like a somewhat popular concept.

*this is a Letterman velcro body suit joke.

*I'm not particularly excited about this item, and I think it's a little too much (in that it affects every single attack). And it lets the wearer keep his hands free. While clearly this was intended for casters, it's really good in the hands of the front-line fighter--everybody attacking him may get stuck. Also, if the cloak is sticky, I'd think it should have an effect on swarms, even though you can't grapple swarms.

Scarab Sages Marathon Voter Season 7

Matthias_DM wrote:
Cloak of Adhesion

Tar Baby?

Contributor

Elora wrote:
Gloves of Dragonfly Eyes

*Interesting. I would have thought arcane sight and arcane eye might have worked better for the spell requirements on this one. It's kind of interesting that it helps allies see through illusions in the event that they failed their saves. But for 1,800 gp, it's a pretty cheap automatic effect. Who wouldn't stock up on a pair of these and override every failed save vs. illusions?


Never submitted but would love feedback.

Circlet of Serpentine Tendrils:
Circlet of Serpentine Tendrils

Aura strong transmutation (polymorph); CL 9th

Slot head; Price 96,000 gp; Weight

Description

This fine silver circlet depicts many serpents twisted together to form a continuous band. While worn the circlet transforms the wearer’s scalp and hair into a mound of writhing serpents granting her a bonus ‘snake bite’ +1 (1d4 plus poison (Fort DC 11, 1/round for 6 round, 1d2 Con damage; Cure 1 save, Con Based)) melee attack as well as the ‘All-Around Vision’ special ability. In addition to granting a +2 to Perception checks, ‘All-Around Vision’ prevents the wearer from becoming flanked. If blinded the wearer can once again be flanked and looses the bonus to Perception checks.

The +1 bonus on the ‘snake bite’ melee attack and the Fort DC to resist the poison inflicted by the bite increases by +1 for every three levels the wearer gains beyond 1st (4th, 7th, 10th, 13th, etc) to a maximum bonus of +6 and maximum Fort DC of 17. The Con damage of the poison increases by 1d2 at levels 10th (1d4) and 20th (1d6) and at 10th level the cure requirments increase to 2 consecutive saves.

Additionally the wearer receives a +5 monstrous bonus to Intimidate checks against all humanoids. A -5 penalty to Diplomacy and Bluff checks against all humanoids is also applied as a result of the wearer’s monstrous visage.

If the circlet is removed or destroyed all magical effects, bonuses, special abilities and penalties are also removed.

Construction

Requirements Craft Wondrous Item, polymorph (greater); Cost 48,000 gp

Contributor

Lil' Kid wrote:
Abolitionist's Dust

*Dust that reduces an item's hardness is interesting and could be an innovative new magic item. But the presentation on this one is kind of...meh. This just doesn't scream Superstar to me. It lacks mojo.

*Is there a rust-producing spell in the game (I should just look this up but its late and I'm lazy). IF so, that should have been in the Requirements.

*I don't see how this works in combat. Do I take a handful of dust and try to grab my opponent's sword with it? How do I avoid getting "dust" all over myself and everything nearby? This would almost be better as an item that you somehow attached to the target.

*I never liked magic item saving throws. Always have to look up the rule, and things grind to a halt while the proper procedure is worked out. I'd almost rather see "Magic items are immune" for an item that costs so little (and could do so much harm to a VERY expensive item).

*I don't think it's worth it for the cost. Save yourself 2k gp and just hack at the chains a few more times.


Pathfinder Adventure Path Subscriber

Unfortunately I don't have the exact copy of the item I submitted. Had a few things going on at home at the time and I made my final edits in the submission form, but neglected to save a copy. However, this is close.

Bracers of the Kraken
Aura moderate transmutation; CL 11th
Slot wrists; Price 13,200 gp; Weight 1 lb.

Description
These metal bracers typically feature an image of a kraken. They are also strangely slippery to the touch.

As a free action, the wearer may use the bracers’ power to extend her arms beyond their normal reach, for a total of up to 10 rounds per day. The 10 rounds need not be consecutive. Activating the bracers has the following effects.

The wearer’s reach extends by 10 feet. The wearer may use this extended reach to touch, pick up or manipulate items that would normally be out of reach, as well as attack foes at a distance with a weapon or touch spell. The wearer takes a -4 penalty on any ranged attack rolls made with her arms extended due to the difficulty of lining up a target when her hands are so far from her body. This extension to reach stacks with any changes to reach due to increased size (e.g. from enlarge person).

The wearer gains an enhancement bonus to her CMB to grapple or trip an opponent of +4. The wearer still needs two free hands to avoid the -4 penalty on the grapple combat maneuver roll. The force with which the wearer’s arms extend is not sufficient to allow her to make a bull rush maneuver.

If the wearer’s arms are extended for more than a single round, her arms are considered to occupy the intervening squares between her and her target and may be attacked in melee and at range as normal.

In addition, the wearer's clothes or armor become slippery as if affected by the grease spell.

Both bracers must be worn for the magic to be effective.

Construction
Requirements Craft Wondrous Item, fluid form; Cost 6,600 gp

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

Sean K Reynolds wrote:
Nazard wrote:
Defending Wisp of the Dying Ember

* Really innovative, but I think it may fall into the Makes Adventuring Easy trap. The penalties of wearing it seem to counteract its benefits pretty well, though. I'm going to say we should keep this one around for further discussion, and am eager to hear what others have to say.

*An innovative idea. And has some decent flavor packaged around it. Personally, I would have liked to see this item centered around something like shades rather than gaseous form and telekinesis. Then, you could at least justify the damage reduction on any attacks made by the wisp as something that's only partly real, etc.

*Clearly, this is meant to be a warrior/rogue device (since spellcasters can't use the wisp to continue hurling spells...including spells to free themselves from being helpless). It's just designed to keep someone from executing (ha! I pun!) a coup de grace attack on the big, strong melee PC if he becomes helpless. Granting such a fallen big-guy an extra +4 bonus to CMB on bull rushes to keep away such attackers is just layering on an ever greater likelihood that no one will be able to slay him in that manner...and, it gives the added benefit of force damage if he's successful in pushing them away. And, he gets to use touch attacks to keep on defending himself. Even if that's just half damage, it's still pretty potent.

*The stabilization penalty while using the wisp is actually kind of cool. I like that part, because it makes sense if you're exerting yourself in that manner, it might make your real body less capable of surviving as it struggles to stabilize.

*I don't really care for the wisp being immune to all damage. I think it would make sense to still have force effects damage it...and thereby further drive someone into negatives if they're on death's door...or, at least do further damage to them if they're simply paralyzed or something.

*I also think the loss of normal, restful sleep when using the wisp is a bit odd in how that...

Thank you very much for your thorough (and extremely prompt) feedback. I don't know if it makes it better or worse hearing that it was almost good enough. Hopefully, next year will be even better.

Good luck to all those who were good enough.

Contributor

Matt Duval wrote:
Conclave Seeds

*This is kind of one of those teleportation marking items that lets you set up waypoints to locations you really want to make quick forays in and out of...which I don't find all that rewarding as something to include in the game. The limitations of tree stride and teleportation and even teleportation circle (which this item is more accurately duplicating) are there for a reason. The tree stride spell has a limited number of times it can be used...and a limited range at which you can reasonably expect to travel. The teleportation spells generally require you to have visited and studied a location before using them...and they're a one-time, fire-and-forget spell to enable a single journey per preparation. Even teleportation circle requires some major preparation and really only links two locations. And, though you can make it permanent, even that carries a cost.

*What I don't like about this item is the permanent establishment of a "network" of trees linked to these seeds. I could see a powerful conclave of druids having something like this...just not as a wondrous item that can be planted anywhere. So, that makes this more of a home campaign or plot device item than something you can reasonably put in the hands of PCs. That said, it's a well-written item with good presentation in the provided template. Attention to detail is there. The item's overreaching impact on the game is what brings it down.

Scarab Sages Marathon Voter Season 7

InsideOwt wrote:
Circlet of Serpentine Tendrils

I suspect they would have said Monster in a can.

Contributor

Swamp Druid wrote:
Ornod’s Ashen Doll

*I kind of want to like this one. It's an expensive piece...but, the ability to have a mobile project image that can cast somatic-only spells seemingly equalizes some things from a game-balance perspective. I'd like to hear Sean's take on it, though. I would have expected something like ethereal jaunt to come into play on the construction requirements...but they're going more for doing something unique with the twin form spell from the APG. There's a pretty good attention to detail in this piece. The template was used correctly (except for italicizing spell names) and there's some pretty good attention to the rules and various mechanics one would have to consider with such an incorporeal condition. I'm leaning to Keep this one for further discussion.

*Concur with Neil - keep.

*In reassessing this one, I've been going over the project image element that's built into the incorporeal duplicate of the caster. If you have a sorcerer (who already has Eschew Materials) that takes the Silent Spell feat, they can spontaneously boost all their spells (except their highest tier spells) with the metamagic of Silent Spell and absolutely rock against an opponent that can't touch an incorporeal creature. And, by the time you can afford this item (170,000 gp), that's still some potent spellpower to bring down on someone. Of course, at that point in your adventuring career, maybe you're facing opponents with a high enough CR to rock you back even if you are incorporeal.

*I don't like this one so much. It seems like a MIAC, SIAC, and SAK all in one. It's convoluted and complicated and doesn't cover some very important details, like what happens if you kill the person's unconscious body while they're in smoke form? Can they use metamagic to then cast magic jar and be fine? What if the statue is destroyed while you're in smoke form? Can the wind blow you away? Can you choose to return to your body before ten minutes has elapsed, and if so, do you need to be adjacent, etc? The writing and style here are also lacking, and I think we have at least 32 better entries.

*Are you a spellcaster with 170,000 gp to spare? Then get off your ass and go blast some things with spells, don't use a remote-controlled simulacrum to do it for you. Aka auto-reject #22, item makes adventuring safe.

(Despite that last cranky comment by me, this was close to making it into the Top 32.)

Scarab Sages Marathon Voter Season 7

Sean K Reynolds wrote:
Lil' Kid wrote:
Abolitionist's Dust

*Dust that reduces an item's hardness is interesting and could be an innovative new magic item. But the presentation on this one is kind of...meh. This just doesn't scream Superstar to me. It lacks mojo.

*Is there a rust-producing spell in the game (I should just look this up but its late and I'm lazy). IF so, that should have been in the Requirements.

*I don't see how this works in combat. Do I take a handful of dust and try to grab my opponent's sword with it? How do I avoid getting "dust" all over myself and everything nearby? This would almost be better as an item that you somehow attached to the target.

*I never liked magic item saving throws. Always have to look up the rule, and things grind to a halt while the proper procedure is worked out. I'd almost rather see "Magic items are immune" for an item that costs so little (and could do so much harm to a VERY expensive item).

*I don't think it's worth it for the cost. Save yourself 2k gp and just hack at the chains a few more times.

Thanks again Sean. This was my son's item and I'll just say thank you for him, rather than logging in and out. :D

Liberty's Edge Star Voter Season 6

Tharqumoritron
Aura moderate divination; CL 16th
Slot -; Price 48,000 gp; Weight 8 lbs.
Description
This clockwork lizard resembles an iguana with extra legs and a coiled tail. Twisting, vine-like runes run along the underside of the tail and the pads of its feet in masterfully sculpted bas-relief and its green, glass eyes seem to glow with an inner light. The Tharqumoritron may be activated once a day by winding it and feeding it a black star sapphire worth 1,000gp. Upon digestion, the Tharqumoritron regurgitates an inky, black ichor. Crawling through this ink, it coats the runes on its feet and tail and begins the meticulous process of printing a precise, five-foot diameter circle. This must be performed on wood, stone, or some similar hard, flat, and relatively clean surface. Placing a magic item into the center of the finished circle causes the Tharqumoritron to begin a low hum and minor vibration. The light behind the glass eyes intensifies until it begins to project a cloudy bubble in mid air. Creatures adjacent to the circle can see hazy illustrations, notes, and formulae related to the items creation and design swirl within the cloudy bubble. A successful Knowledge Arcana check DC 10 gives the viewer a +20 insight bonus on Use Magic Device and Spellcraft checks for this item for 24 hours. This entire process takes one hour. Only one item may be placed in the circle per use.
Construction
Requirements Craft Wondrous Item, Identify, Legend Lore, Read Magic; Cost 24,000 gp

Contributor

Noteleks wrote:
Talisman of Time

* Seems to be a lot of hassle just to give one ally (no range specified, btw) an extra standard action once per day. And it's just not that exciting for doing so.

*This seems more like a metagame item to me.

*It seems a little short-sighted in the mechanics department. It should take longer than a single round for the "sand" to flow from one side of the hourglass to the other...and yet the description seems to imply that the effect of this action-sharing only lasts a single round. Also, there definitely needs to be a range at which this ability works. Is it line of sight? The reader needs to know.

Dark Archive Marathon Voter Season 9

Pathfinder Lost Omens Subscriber

I am sure I will appreciate the brutal honesty that is about to be slung my way. Thanks in advance.

Boots of the Blighted Path
Aura Moderate necromancy; CL 9th
Slot feet; Price 34,000 gp; Weight 2 lbs.

Description
Boots of the Blighted Path are made of stiff polished leather with thick soles hobnailed with iron studs. These boots are of great benefit to explorers as they destroy vegetation in the path of the wearer. This allows the wearer to ignore vegetation based rough terrain but not other forms of rough terrain. These boots also protect the wearer from any plant based hindrance of his movement such as would be created by entangle, wall of thorns or similar effects. Further, plants or plant creatures that attempt to grapple the wearer can be damaged by the boots’ power. Once per day the wearer may utilize the boots to attack a plant or plant creature that grapples the wearer as per the spell Blight. Finally, the boots store some of the life energy of the plants they destroy and may, once per day, be called upon to cure their wearer of 4d8+9 points of damage or end any one of the following conditions affecting the wearer: blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, or sickened.

Unfortunately, the trail of dead vegetation left by the wearers’ passage makes him easy to track, +10 circumstance bonus to Survival checks. The wearer of these boots will also have trouble maintaining positive relations with Fey and other creatures with a strong connection to nature because of the destruction the boots cause. All such creatures automatically have their initial attitude toward the wearer shifted one step toward hostile.

Construction

Requirements Craft Wondrous Item, Defoliate, Blight, Cleanse; Cost 17,000 gp

RPG Superstar 2013 Top 32 , Dedicated Voter Season 6, Star Voter Season 7 aka Standback

Sean K Reynolds wrote:
Standback wrote:
Reciprocity Coin

Thank you, SKR!

These are very, very helpful.

(My, but I am pedantic - do I understand correctly that links to the PRD are a good thing? I thought they would be, but I've never seen anybody use them before in the contest. And I was afraid to ask, 'cause I doubt many others used 'em.)

Star Voter Season 8

Paper Robes
Aura Moderate Transmutation; CL 7th
Slot Body; Price 12,500 gp; Weight 3 lbs.
Description
Paper robes hold up to five spell levels of spells as if they were a scroll. The wearer may cast these spells from the robes as if he were a spell caster of the correct level and class with a casting ability score needed for the spell (this removes that spell from the robes as if it had been burned off). If the wear is actually a spell caster he may prepare the spells on the robes as if they were on his spell list even if they normally are not. The robes do have a drawback, if the wearer takes fire damage while wearing paper robes he must make a reflex save (DC 15) or one spell burns off of the robes. A new spell may be scribed on the robes 24 hours after the last spell was burned off.
Construction
Requirements Craft Wondrous Item, Imbue With Spell Ability Cost 6,250 gp

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Standback wrote:
(My, but I am pedantic - do I understand correctly that links to the PRD are a good thing? I thought they would be, but I've never seen anybody use them before in the contest. And I was afraid to ask, 'cause I doubt many others used 'em.)

In some ways, that can come off as pretentious...as in, hey judges, you probably don't know where to find this in the rules, so here's a reference. Or, it could be seen as sucking up...as in, hey judges, I know you're so busy judging, so I included these nice links so you can quickly look up anything I used in my design.

Now, I didn't view it that way. I routinely use links to the PRD in my play-by-post characters here on Paizo's messageboards. It does make it easier to look things up when you need to...

So, it's potentially a double-edged sword. You get high marks for making your resume very pretty. But that's not where we tend to focus initially. That said, neatness still counts. And, it can help elevate your item in comparison to something else that didn't go that extra mile. In this situation, I don't think it excessively helped or hindered the evaluation of your item...i.e., we didn't need to follow the links.


I'm looking to get better. I can take a critique. Thanks for the feedback and time. I'm guessing that since 1/2 of this item is SIAC, that would be a minor problem. Maybe a bit boring? Needs more coolness (mojo) factor? Without further ado:

Mwangi Measuring Stick
Aura faint transmutation; CL 3rd
Slot -; Price 18,000 gp Weight 2 lbs.
Description
This 3 foot long pale gray stick is made of a pliant material created by Mwangi tribal shamans by boiling the liquid distilled from certain jungle plants. The stick is marked with notches along its length at regular intervals and seems to expand and contract of its own accord.

Once per day, the possessor may place a weapon or suit of armor beside the measuring stick to attune it to the item. By then stretching or compacting the stick, the possessor may permanently enlarge or reduce the size of the attuned item by one size category.

In addition, once per day the possessor may use the measuring stick to either enlarge or reduce a creature as with an enlarge person or reduce person spell.
Construction
Requirements Craft Wondrous Item, Enlarge Person, Reduce Person; Cost 9,000 gp

Shadow Lodge

Sean K Reynolds wrote:
Crowface wrote:
Penumbral Ligatures

* I was liking this up until the point where it describes touch spells not requiring an attack roll. So, basically, if you succeed on ensnaring someone, you get up to 5 free touch spells you can automatically hit someone with as they try to break free from the ligatures? I think that's a bit much. The item would be a potential game-breaker.

* especially since there's no limit on the number of times you can attempt to entangle someone.

Thanks for the speedy response Sean! Excellent point about the free touch spells... while designing it I had thought that with iterative attacks the entangle would most likely last 1-2 rounds or so. I hadn't considered the sort of troubles it would cause someone with only one or two attacks (even some high level creatures only have a few). I guess it was a case of tunnel vision there. Still, the item had too many mechanical gray areas to be Superstar. Valuable lesson learned. Thanks!


Abraham spalding wrote:

Paper Robes

Aura Moderate Transmutation; CL 7th
Slot Body; Price 12,500 gp; Weight 3 lbs.
Description
Paper robes hold up to five spell levels of spells as if they were a scroll. The wearer may cast these spells from the robes as if he were a spell caster of the correct level and class with a casting ability score needed for the spell (this removes that spell from the robes as if it had been burned off). If the wear is actually a spell caster he may prepare the spells on the robes as if they were on his spell list even if they normally are not. The robes do have a drawback, if the wearer takes fire damage while wearing paper robes he must make a reflex save (DC 15) or one spell burns off of the robes. A new spell may be scribed on the robes 24 hours after the last spell was burned off.
Construction
Requirements Craft Wondrous Item, Imbue With Spell Ability Cost 6,250 gp

Paper has a DC of 1, no hardness and 1 HP. How would these not rip just from wearing them? Also, if part of the robe burns off, how can the caster write a new spell on the part that is missing? And why 24 hours later, that seems arbitrary and unnessecarily long.


My item was hearts joy but my file is lost. Can i please receive feedback on it?

RPG Superstar 2009 Top 32

I built this for last year's first round, but decided not to submit it because I was too busy at the time to follow through with the full competition if I had made it. This year I pulled it out, dusted it off, added 100 words or so, and posted. I didn't notice the rule against "ALL CAPS" until I was reading the round two rules. Total face-palm!

CRYSTAL FLY
Aura strong divination; CL 13th
Slot — ; Price 5,000 gp; Weight

DESCRIPTION
This tiny piece of perfectly transparent crystal is carved roughly into the shape of a fly. It can be activated as a free action by clenching it tightly in a fist and thinking of a span of time of up to one full day; when released, the crystal transforms into a real fly. For one minute after activation, the activator is able to control the fly as by the spell dominate animal. At the end of this minute the fly must land on an adjacent surface or object where it will stay for the period of time chosen at activation, after which it curls up dead. During this time, the fly has no magical aura and appears completely normal even under magical observation; the dead fly regains its strong aura of divination. The activated fly has darkvision 60 ft, uses the activator's Perception skill bonus, has AC 23 (+8 size, +5 Dex), has 1 HP, flies with speed 60 (good), and is unable to make attacks. If attacked or otherwise disturbed, it will buzz around for one round before returning to its place. When the fly dies or is killed, it teleports instantly back into its activator's hand. If prevented from teleporting to its activator, it will teleport as close as possible and the activator will instantly know the fly's location. Any intelligent creature who swallows the dead fly instantly gains complete memories of everything which happened within sight or hearing of the fly while it was "alive," as well as perfect knowledge of where it was located at each point in time.

CONSTRUCTION
Requirements Craft Wondrous Item, dominate animal, find the path, greater scrying, word of recall ; Cost 2,500 gp


I'm curious to see where I went awry.

Polyergon Polyhedron

Aura strong transmutation; CL 15th
Slot –; Price 12,000 gp; Weight

Description
This object is a 20-sided polyhedron crafted of some semi-precious material, commonly ivory. At first glance, it closely resembles the dice used in gambling and games of chance. Upon further inspection, it becomes apparent that, instead of numbers, each face of the polyhedron features an iconographic representation of a piece of useful adventuring equipment. By placing the polyergon polyhedron on a flat surface and uttering a command word, the user can cause it to unfold and transform into the item represented by the icon on the upward-facing side. This icon remains on the item in a prominent location after transformation, and uttering a second command word while touching the icon causes the item to revert to its polyhedron form. When using the transformed polyergon polyhedron in an activity requiring a skill check or ability check, the user gains a +4 competence bonus. The polyergon polyhedron can be transformed an unlimited number of times, each time becoming a pristine copy of the chosen item. If the transformed item becomes broken or any of its components is taken more than 100’ away from the rest, it immediately reverts to its original form (hardness 7, hp 3). The following is a list of available transformations:

Anvil
Bucket (empty)
Butterfly net
Compass
Fishing rod (5’ long with 20’ line, hook, and float)
Flint and steel
Grappling hook (with 50’ hemp rope)
Inkpen (full)
Kayak (1-man rowboat with 1 oar)
Ladder (20’)
Lantern, bullseye (full and lit)
Magnifying glass
Periscope
Rope, hemp (100’)
Shovel
Signal horn
Skeleton key
Spyglass
Tent, pavilion (with 4 bedrolls)
Toolkit (containing crowbar, drill, hammer, and saw)

Construction
Requirements Craft Wondrous Item, fabricate, polymorph any object; Cost 6,000 gp

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