Voluntary Reject Bin 2012, or, "What was I THINKING?"


RPG Superstar™ 2012 General Discussion

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Scarab Sages

I have a thing for books, and one idea I rejected was a book full of creepy stories which, if read at sundown, would apply a template from a classic monster to you until dawn:

1st story: you gain the zombie template
2nd story: You gain the skeletal template
3rd story: you gain a lycanthrope template
4th story: you gain the ghost template

Ultimately rejected as way too complicated and overpowered for the higher-end stories.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka motteditor

Ghost lasher
Great description. You really nailed it out of the park with the first three sentences. I might've cut the fourth, though -- it feels almost like tacked-on Golarion lore, and maybe just a bit TOO much description.

Interesting powers; not sure if I'd use them, but definitely an interesting item. A little SAK, perhaps.

Wolfsnap
Sounds like a very interesting idea, though I suspect the judges might've dismissed it as a monster in a can. I like the idea a lot, though and could definitely see if fitting in with the right campaign. Could also see it being used by an evil bard to inflict such templates on his listeners, somehow...

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

RonarsCorruption wrote:

Just a visual description of the effect, like "when donned, the head severs from the neck". It wasn't clear until halfway through what was physically happening on your item.

And also, very importantly, a physical description of the item. "This shiny silver helmet..." is enough, but right now the only reason you know it's a helmet is because it's named such.

From the text: "The wearer of this adamantine helmet...". Also, "Additionally, the wearer can remove his head as a swift action so long as the head remains secured inside the helmet. Generally, the wearer can simply drop his head without fear of being dislodged from the helm."

Maybe a key flaw is that my writing isn't exciting enough for someone to read the whole entry through. That's a pretty scary thought, but maybe one I can learn from.


Steven T. Helt wrote:
Maybe a key flaw is that my writing isn't exciting enough for someone to read the whole entry through. That's a pretty scary thought, but maybe one I can learn from.

The words worked fine for me, but the paragraph structure could perhaps use some editing. Like Ronars, I remember re-reading the whole thing several times before I understood what it did. In particular, the key ability ("the wearer can remove his head as a swift action so long as the head remains secured inside the helmet") should probably be in a power position at the beginning of a paragraph rather than in the middle somewhere.

I made a similar mistake with the item I put in this thread. It's easy to do and hard to catch.


Here is one item I really liked and almost submitted:

Kilt of the Centaur Form
Aura moderate transmutation; CL 7th
Slot -; Price 17,800 gp; Weight 1 lb.

DESCRIPTION
This black skirt presents green and silver linear square designs and an embroidered copper horse. Its wearer can use it to polymorph himself into a centaur and obtain some of the benefits of a mounted character.

Twice per day the wearer of this kilt can, as part of a charge or run action, activate it to assume the form of a centaur version of himself. The kilt melds with his legs, and his armor accommodates to match his new form (the lower parts becoming a barding for the duration of the effect).

The wearer gains all centaur abilities as if using monstrous physique II, but retains his normal vision. In addition, he treats lances and similar weapons as if he were mounted. If he has the Mounted Combat feat, he gains a +2 dodge bonus to his AC and, if he has access to them, he can use the following feats and cavalier abilities as if he were mounted: Ride by Attack, Spirited Charge, Trample (using his own hoof for the free attack), Cavalier’s Charge, Mighty Charge and Supreme Charge.

The polymorph effect takes place at the end of his movement and before making an attack, and lasts for up to 7 minutes.

CONSTRUCTION
Requirements Craft Wondrous Item, monstrous physique II; Cost 8,900 gp

Star Voter Season 6, Star Voter Season 9

Ghost Lasher
I think motteditor hit the nail right on the head here. Good flavor until the one flow-breaking sentance of add-on golarion lore. Good flavor, but too many abilities for one item. Also, It feels like this should be a different slot than 'head'. Because that's normally reserved for hats and crowns and helmets and the like. And this is a tongue. Frankly, it feels like it should be slotless.

@Wolfsnap
A cool creepy idea. But with so many different potential templates, it'd be hard to balance it all within a 300 word item, and a single price-point. Unless, of course, you made this into a new series of items like a figurines of wondrous power deal. That would frankly be amazing.

Kilt of Centaur Form
I think this could be cool, but as-written sounds a lot like the a SIAC. I know it's not exactly, but other than making you temporarily mounted... not much different than a SIAC. I dunno, doesn't wow me.


RonarsCorruption wrote:


Kilt of Centaur Form
I think this could be cool, but as-written sounds a lot like the a SIAC. I know it's not exactly, but other than making you temporarily mounted... not much different than a SIAC. I dunno, doesn't wow me.

I was thinking more "monster in a can," but in a good way. I don't know why it doesn't wow you. I was thinking there was too much "wow." It turns the wearer into a centaur, gives them an AC bonus if they have one feat, and gives six more feats for the duration, for less than 20k. The deal breaker for me is that activating the kilt is a non-action. It takes place as part of a charge. What's weird is that the transformation takes place after the move, not during, which would seem to be the thing to do as far as the 'rule of cool' goes.

RPG Superstar 2012 Top 32 , Star Voter Season 6, Star Voter Season 8 aka nate lange

Shadowborn wrote:

It turns the wearer into a centaur, gives them an AC bonus if they have one feat, and gives six more feats for the duration, for less than 20k. The deal breaker for me is that activating the kilt is a non-action.

I could be mistaken but I believe you misread the original description- the item doesn't (as I read it) grant any feats at all, it just allows a special use of the listed feats if you already have them. If your reading is correct then the dealbreaker(s) should probably be a) that the item grants feats (which is specifically warned against in the advice forum), and b) that 20k seems way too low to get 6 feats, even temporarily.


I'm glad this thread topic is a tradition - I think it's great to see others' almost-ran items. I hope to comment on the items already posted when I have the time to properly compose my thoughts, but for now, some quick cutting and pasting. This is my first year participating, and I only had 3 ideas I bothered putting down on paper - one I submitted, one is too close to my submitted item thematically for me to be comfortable posting it here until Round 1 is over, and the third is:

Wolf's Head Cloak:
Cloak, Wolf's Head
Aura moderate transmutation; CL 11th
Slot shoulders; Price 5,000 gp
Description
Magical cloaks of this variety most often appear as large fur cloaks sporting a full wolf's head draped over each shoulder, though some variations exist in regards to specific animal types. The heads seem to breathe, sniff, and twitch as if asleep; in combat, however, they awaken, snapping and tearing at opponents to grant improved capabilities at tripping and grappling. Once per round the wearer may activate one of the following two features as a free action:

After making a successful melee attack against an opponent adjacent to him the wearer may choose to have the heads attack this opponent as well. The heads strike with a +8 to hit and deal 2d6+2 piercing damage on a successful strike; this attack counts as magical for the purpose of overcoming damage reduction. If the heads successfully deal damage to the opponent, the heads then make a free trip attempt against the foe at a +8 combat maneuver bonus. This attempt does not provoke attacks of opportunity, and if unsuccessful the wearer does not risk being knocked prone.

When involved in a grapple, on his turn the wearer may choose to have the heads attack his opponent in addition to any grapple action he may take. The heads strike as above; if the heads successfully deal damage to the opponent, the wearer gains a +4 bonus on any grapple action he makes against that opponent in that round.

Construction
Requirements Craft Wondrous Item, animate objects; Cost 10,000 gp

Nifty to see AdAstraGames and I had similar ideas, but then great minds think alike - and so do mine and AAG's! ;) I realize the name is singular when there are in fact TWO wolves' heads, but I decided against using this one so didn't bother figuring out an alternate title (like the Wolves' Heads Cloak, I suppose, but that lacks any ring to it). While I thought this had some good flavor going on, I decided against entering it because it basically just gives you an extra attack and either Improved Trip or Improved Grapple once a round. I priced it as I did because at +8 hit/CMB the item is really only useful at lower levels; wasn't sure if it should be even cheaper than this? Thoughts and scathing criticisms welcomed!

EDIT for my poor, poor spelling :(

Star Voter Season 6, Dedicated Voter Season 7

I had a few items I was kicking around but didn’t submit. All of them each had their own issues to speak of. The Bone Flute uses challenging mechanics. The Totem might be seen as a joke item when in fact it’s a nasty curse, the Ointment I was on the fence about, and the sly Devils tongue was just plain cool but the affects are cryptic and tough to explain in few words without some serious definition. So each item is as it was when I resigned myself to stop putting energy into them.

The Bone Flute of Lost Notes

Aura: Enchantment Aura Magic; CL 8th
Slot None; Price 8,500 gp; Weight ½ pound

This flute is created using exclusively a leg or arm bone of a deceased bard. The bone is then cut at both ends and silver reeds added to it along with silver fixtures for the mouth and the opposite opening. The Bone flute is then ready for the final enchantments to be cast upon it to allow it to speak to the dead as well as the living using the language of music. It requires a Perform of 6 ranks or higher to use the Bone Flute and once played will issue forth notes which are unheard by any intelligent being over 4. Those creatures, vermin or undead with an intelligence rating of 3 or less are allowed a DC 6 perception check to hear the music, adding 1 difficulty point for every 5 feet from the performer. Those that hear it must make a Will Save to resist the Fascinating Effects of the Music (DC12+Perform Ranks of the Performer). The Fascinated creatures will gather around and even follow the player (if the player wishes them too) ignoring others as the player plays on. Harming the Player will anger those affected and will result in them attacking those that harm the player during their song. If the player stops playing willfully, the fascinated affects of the music will linger for a round per Perform rank. Allowing time for the performer to flee the area without the fascinated listeners to even notice they had left.

Strong Enchantment Magic; CL 8th; Craft Wondrous Item, Speak with undead, Speak With Animals, Fascinate; Price 6,500 gp.

Totem of the Wicked Monkey:

Aura Moderate Transmutation magic; CL 12th
Slot -; Price 30,000 gp; Weight 1 lbs

Description:
This small little totem is about 1 foot tall and is in the shape of a sitting monkey. Once the owner targets an opponent, requiring line of sight, and speaks the proper command word the monkey will animate and run towards the victim moving at 120 feet per round until it get to its target. The target will get a Will save, DC 18, to resist the monkey; passing the Will save will force the monkey to return to its owner, failing the save will allow the monkey to climb up the victim coming to rest on the nape of the neck and issuing onto them the Monkey’s Curse.
The Monkey’s Curse changes the alignment of the victim towards its opposing Evil or Good/Chaotic or Lawful oppositions. Lawful Good become Chaotic Evil while a Lawful Neutral would become Chaotic Neutral so on etc with the exception of True Neutrals which are immune to the Monkey’s Curse.
The monkey will continue to sit on top of the nape of the affected opponent until a break enchantment, limited wish, Miracle, remove curse (against CL12), or wish spell is used. The monkey is visible to all others but ignored completely by those affected by it. Others trying to remove the monkey will find that it is not tangible but illusionary in nature. Once the Monkey’s Curse is broken the monkey will vanish and return to the Totem. The owner of the Totem will always be viewed by someone suffering from the Monkey’s Curse as friendly to them as if under the affects of a Charm person spell.

Requirements: Moderate Transmutation; CL 12th; Craft Wondrous Item, Animated object, Bestow Greater Curse; Price 15,000 gp.

Ointment of Glittering Admiration:

Aura: Enchantment Aura Magic; CL 4th
Slot --; Price 6,000 gp; Weight 1 pound

This Ointment takes a full turn to apply to the body and will create a strange glittering affect to onlookers as well as removing all blemishes, scars, and smoothing over all age lines. This will effectively increase the wearers Charisma score by 3 for up to 5 hours for each use. A full jar of this Ointment contains 8 uses for a small sized creature, 5 for a medium sized creature, or 3 for a large sized creature. Additionally, charm spells cast by those who have applied the Ointment are treated as being cast by someone 3 levels higher than their current caster level. If the wearer is exposed fully to conditions that would remove the ointment such as water, extreme heat, or a dispel magic then the affects of the Ointment will wash off, disperse, or fade.

Requirements: Moderate Enchantment Magic; CL 8th; Craft Wondrous Item, Charm Persons, Glibness; Cost 3,000 gp

Sly Devils Tongue:

Aura: Necromantic Aura Magic; CL 6th
Slot month; Price 6,000 gp; Weight - pound

This is a humanoid’s severed tongue which is somehow perfectly preserved and appears functional; however the only way to use the tongue is to place the nub of it onto the nub of another humanoids lost tongue. Once attempting to apply the true magic locked in this tongue becomes apparent. First the user must make a fortitude check DC14 or the tongue will be rejected by the body and will fall off and no further attempts can be made to apply it. If successful the tongue will graft itself to the new owner. Once the tongue grafts to its host, the owner will regain their ability to speak very fluently in their known languages even to the point of granting them a +5 circumstantial bonus to any Bluff checks they make. This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo. In addition to this the owner can now communicate with the dead through verbal conversation. They can carry on a conversation of up to 2 questions per dead body they speak with within a 24 hour period. This functions as a Speak with Dead spell in regards to how the dead will react to the speaker.

Requirements: Moderate Necromantic Magic; CL 8th; Craft Wondrous Item, Speak With Dead, Gentle Repose, Glibness; Cost 3,000 gp

Grand Lodge

Matías Torino wrote:

Kilt of the Centaur Form

Slot -; Price 17,800 gp; Weight 1 lb.

Nitpicking: this should use the Belt slot.

Matías Torino wrote:

Twice per day the wearer of this kilt can, as part of a charge or run action, activate it to assume the form of a centaur [...]

The polymorph effect takes place at the end of his movement and before making an attack,

The second sentence has no meaning if I Run instead of Charge. You can safely skip "before making an attack".

Matías Torino wrote:
and lasts for up to 7 minutes.

Can I dismiss the effect, then?

Shadow Lodge RPG Superstar Season 9 Top 8 , Star Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8 aka WalterGM

IvanSanchez wrote:
Matías Torino wrote:

Kilt of the Centaur Form

Slot -; Price 17,800 gp; Weight 1 lb.
Nitpicking: this should use the Belt slot.

Unless it's a slotless attachment to an armor piece, like your standard armored kilt.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka motteditor

The Bone Flute of Lost Notes
I think you can tighten up your writing a bit (but you may have stopped before you got to that), but I like the basic idea, an instrument that lets you use bardic abilities on undead. I'm not sure I would have included vermin in it. I'm not sure it would have had enough mojo to be a Superstar, but I definitely think it could have been one of those called out for a magic item compendium type book with some tightening...

Totem of the Wicked Monkey
I think your "monkey on the back" concept might've been a little too on the nose. I can see why you were worried about it being dismissed as a joke, though I also think it's a neat visual.

Star Voter Season 6, Dedicated Voter Season 7

motteditor wrote:

The Bone Flute of Lost Notes

I think you can tighten up your writing a bit (but you may have stopped before you got to that), but I like the basic idea, an instrument that lets you use bardic abilities on undead. I'm not sure I would have included vermin in it. I'm not sure it would have had enough mojo to be a Superstar, but I definitely think it could have been one of those called out for a magic item compendium type book with some tightening...

Totem of the Wicked Monkey
I think your "monkey on the back" concept might've been a little too on the nose. I can see why you were worried about it being dismissed as a joke, though I also think it's a neat visual.

Thanks for the feedback... The Bone Flutes original intent was undead (vermin or no- intelligent undead) however my buddy pointed out that a vibration that only the weak minded dead (vermin or otherwise) would still be picked up by living animals of the same type therefore I should allow it to affect those as well. So I wrote it into the write up as at the time it made sense. I believe now it is more of an un-natural sound and therefore not precieved by any living creature, thus lost notes.

Originally the Monkey wasn't apart of this item, it was a Totem of the Maddness however a buddy indicated it would offer no way for "friendly folk" to know the man was cursed. The visual Monkey offers an indication something is very wrong with John and it also prevents the owner of the Totem from using it again until John is released meaning now it is a 1 shot at a time thing where before it was more powerful being re-usable until "charges" or some sort were expelled.

Star Voter Season 6, Star Voter Season 9

@Centaur kilt - actually, I think I figured out why I didn't like this. By the time the wearer buys this, they're already going to have a mount. Probably one that they can have change sizes to fit in dungeons, even.

Wolf's head cloak
Of course the cloak looks different if it's a different animal. But then, it would be a lion's head cloak or somesuch. You can drop that line entirely, up to there it was good. Y'know, except that a wolf's head is as large as a persons, and it would effectively be putting on blinders. But, it's a magic item, so I let that pass. And then, you get vague, with rules. You never specify that there are two heads, or two attacks for that matter. You say "one on each shoulder" and "the heads attack", but never two. What if I made this for a centipede? Also, tripping from shoulder-biting doesn't make thematic sense. Wolves trip because they pull your legs out from under you, not just because they have unbalancing teeth or something.

Bone Flute of Lost Notes
I'll show you my bone flute, if you know what I mean. I think "Flute of Lost Notes" is more than descriptive enough. You also include a story on how the item is constructed - in effect including weird construction requirements and backstory. Scrap all of that. Then, you say "...any intelligent creature over 4" Which implies 4 years old. You should have said "...any creature with an Intelligence of 4 or higher". And then you get into the bulk of the effect, which is super-too powerful. Able to control all animal-intelligence or mindless creatures is too strong. And you've got a lot of spelling and formatting errors, too. Watch capitilization, especially.

Ointment of Glittering Admiration
No other ointment or potion or the like requires different doses for different sizes. Best to scrap that. And, of course if you expose the ointment to something that would remove the ointment it'll be removed. If you remove those lines, it's not a very exciting item. +3 Cha for 5 hours eight times.

Sly Devil's Tongue
Until the very last sentance, I was underwhelmed by the item. Fort save to use? Blech. +5 to bluff? boring! Then, I get to the speaking with dead. And that was cool. But, it was so buried by weird and less chool mechanics. Try to find one cool effect and focus on that.

Grand Lodge

Booby-trapped Ioun Pouch
Aura faint abjuration; CL 5th
Slot –; Price 500 gp; Weight –
Description
This small velvet pouch bears a faintly discernable glyph that protects it from unauthorized access. The pouch is capable of holding a single ioun stone, which can be inserted or removed as a standard action that provokes attacks of opportunity. Any creature attempting to open the pouch without first speaking the “disable” password is blasted for 2d8 points of electricity damage (DC 14 Reflex save for half). The warding automatically reactivates five minutes after discharge or immediately upon speaking the “enable” password with the pouch closed. The pouch is lined on the inside with a fine lattice of precious metal wire (similar to that found within a wayfinder) which channels the natural energy of the ioun stone, extending its benefits to the owner as long as the pouch is held or kept close to the body. Unlike a wayfinder, however, a booby-trapped ioun pouch does not amplify the power of the ioun stone, nor does it provide any new abilities from the stone.
Construction
Requirements Craft Wondrous Item, glyph of warding; Cost 250 gp


nate lange wrote:
Shadowborn wrote:

It turns the wearer into a centaur, gives them an AC bonus if they have one feat, and gives six more feats for the duration, for less than 20k. The deal breaker for me is that activating the kilt is a non-action.

I could be mistaken but I believe you misread the original description- the item doesn't (as I read it) grant any feats at all, it just allows a special use of the listed feats if you already have them. If your reading is correct then the dealbreaker(s) should probably be a) that the item grants feats (which is specifically warned against in the advice forum), and b) that 20k seems way too low to get 6 feats, even temporarily.

You're correct, it seems to indicate that you can utilize those feats if your character already has them. Seems like he could have cut word count and gained clarity by simply stating: "While in centaur form, the wearer can utilize any mounted combat feat as if they were mounted," or something to that effect. It would expand the item's power a bit, but not to an overpowering level.


Steven T. Helt wrote:
Additionally, the wearer can remove his head as a swift action

this is perhaps my favorite string of words i've read in the last month or so.


RonarsCorruption wrote:

Wolf's head cloak
Of course the cloak looks different if it's a different animal. But then, it would be a lion's head cloak or somesuch. You can drop that line entirely, up to there it was good. Y'know, except that a wolf's head is as large as a persons, and it would effectively be putting on blinders. But, it's a magic item, so I let that pass. And then, you get vague, with rules. You never specify that there are two heads, or two attacks for that matter. You say "one on each shoulder" and "the heads attack", but never two. What if I made this for a centipede? Also, tripping from shoulder-biting doesn't make thematic sense. Wolves trip because they pull your legs out from under you, not just because they have unbalancing teeth or something.

Thanks for the critique! For all my items I was worried about pointing out that variations exist, perhaps an over-reaction to the "NO BACKSTORY" and related threads. I had briefly considered naming it a Beast's Head Cloak, but that didn't sound nearly as good to me. In my head I pictured the heads draped forward over the shoulders, dangling somewhere on the wearer's chest/midsection and having neck length to snap at and harass opponents - obviously my description did a poor job of conveying that:( The idea is that the heads attack in unison, using only one attack/damage/cmb check per round. The trip attempt is a bit of a stretch, but with the cloak I saw it more as the heads viciously shaking and throwing an opponent to the ground, which I could (should) have included in the description of that function to make it clear. I would like to say I would have made more explicit descriptions for these issues in prep for submission, but in all honesty I probably would have continued to overlook them, so again, thank you for the feedback!

Star Voter Season 6, Star Voter Season 9

booby-trapped ioun pouch
Immediately, the name alone sets off alarm bells for me. It's not a very exciting name, and makes me worried if this is a cursed item trying to masquerade as a wondrous item. And when I read it, it's basically a way to trap an ioun stone. But, it leaves me with a lot of questions - since it can be reactivated, you're saying this, in the right conditions, could do 2d8 damage every other turn for only 500gp? Wow. Also, is there any penalty for someone just stealing the whole pouch? I mean, for something designed for protecting magical jewelery, there's nothing there to stop you from just stealing the container - it's just as small and portable as the ioun stone itself.


Here are my thoughts on the first seven items posted. I haven't included any formatting/template problems assuming that these would have been fixed in final rewrite for submission. Also, I apologize if I repeat what others have pointed out - I read through all the reviews a few days ago, but don't have the time to refresh myself on them. I realize that none of these items were actually submitted, but give my thoughts on what aspects I think would need to be changed to be used in a book of magic items type scenario, if not the contest itself.

Astrolabe of Great Deeds:
My main dislike of this item is that it requires a Profession check to use. I generally feel that an adventurer's profession is, well, adventuring, and the likelihood of a player taking ranks in any specific Profession is next to none. Unlikely to be carried around, and a bit of a pain for the GM to specify a specific day to undertake a task unless they're planning on railroading the players anyway.

Kimono of Terrors Unleashed:
I really like the idea of an item that is fueled by the wearer's fear (I think that I remember an item on an old "critique my item" thread that summoned spirits to defend the wearer when subjected to a fear effect that I liked quite a bit as well). I also like the spin that if the wearer loses total control of his fear, the beasts turn on him. The fact that it justs summons some chaos beasts though is, as you say, not terribly interesting. As a player, I also think that I would sell this one at my earliest opportunity; 21,000 gp in my pocket sounds a lot better than being eaten alive by my own chaos beasts! Might be better if rather than summoning chaos beasts, it caused fear effects in some nifty way, projecting the wearer's fear onto others. Also, Kimono of Unleashed Terrors might be a bit better naming.

Rusting Dust:
I like the concept of this item a great deal, but agree with the pain of having to roll all kinds of saving throws for items and keep track of it all. If you could rework it to target specific items I think it would be quite neat - I like the idea of a temporary item condition imposed by the dust until cleaned, and can see it as an especially great way to introduce players to such conditions which don't come up all that often.

Measurer's Window:
Kind of a neat idea (though the fact that it's a dreamcatcher made me immediately think of this). I liked the first two effects (detect living, detect attitude), especially for parties that lack a heavy hitter in Sense Motive. The third power I like less (how action affects target); I think it would be better thematically if the item allowed you to determine how a proposed action would affect the target's attitude towards you. I feel the "answer to a single question" power is out of line with the rest of the theme of learning about the target and also a little vague on the "desired outcome" - as I read it, the question could be about anything even tangentially related to the proposed action. I must admit that as a GM I'm biased against the augury-type spells to begin with as dice rolling can cause any endeavor to become fubar in a hurry (nothing like telling a low level party that entering a room with an orc guarding a chest full of gold is "weal" then having the damn thing crit and kill the party wizard). As a player, I would definitely sell this item as written. If the final power was removed, making it cleaner thematically and reducing the price, I think it would be pretty good - though I'd have to reconcile myself to being caught standing around looking through a dreamcatcher:) I would also change the name to indicate that you're determining a creature's attitude and/or future (a Frame of Mind being a little too jokey, but maybe a Catcher of the Heart's Temperament, or Window of the Heart or something), and maybe change the item type to something more traditional, like a lens.

Beyond the Strings of Mortals:
Yeah, you definitely need a name change. I'm guessing that this is the title of the book, but it really needs to have something in the name that denotes that it's a book. Also, I feel it's way underpriced for granting three additional, permanent monk ki pool abilities, including the abilities of gaining what I'm assuming is DR/— equal to 1/2 your monk level and of healing 1 hp/level every hour rather than every night. I'm sure how I feel about such a non-combat ki power either, as it has no real drawback; it's not like there's some other ki power you might be using at camp, and it's not that hard to make sure you have a spare ki point or two at the end of the day for some healing. I think that for the contest specifically you want to steer away from items that grant permanent bonuses/abilities as they can be very tough to price. A better version of this might be an item that grants these ki pool powers when worn, maybe a body slot alternative to the monk's robe. All that said, I really like the DR ability - I might use a wearable version of this item that grants that one ability in my home campaign.

Mirror of Many Images:
I'm immediately partial to this item as I'm running a home campaign with a mirror-based villain in it; however, the utility of this item to adventurers is dubious. If your PCs have some sort of "home base" I guess it could be useful if they're attacked there, but I don't know of a party that would invest 92,000 gp on an item that they can only activate if they're attacked at home rather than the same value of items that they can use all the time. It would be more useful if the mirror image effect was instantaneous duration, i.e. the images stayed around until hit or combined, making it a "morning buff" item, but this isn't explicit in the description (also means the PC would be walking around all day, every day surrounded by mirror images, but honestly that's the kind of crap PCs do). Though I can see the fun of the party having some henchman/cohort whose job it is to carry around the mirror and a set of adamantine spikes and hammer, affixing the mirror to the nearest wall when combat is imminent. Also, when the double casts a spell or uses a charged item, would the spell/charge also be expended from the original? If not, it's ridiculously overpowered (I instruct my double to cast the following wish using his mirrored diamond as the component. When that double disappears, I activate the mirror again...) In the end I really like the item, but see it as more of an NPC/villain item.

Helm of the Bighorn Ram:
I also find this concept entertaining. I would eliminate the "weakest point" aspect of the item, having it be useable against any structure or unattended object . The bonus provided makes it much more useful for breaking than the ring of the ram, the +20 option dwarfing the max +9 provided by the ring by expending 3 charges. With this item, the average fighter able to afford it will regularly break through normal masonry walls (DC 35), with a raging barbarian doing it almost automatically. Depending on a GM's ruling on adamantine weapons against objects, this could be quite useful. So I wouldn't have been worried at the similarity. With only the breaking going for it, though, it is fairly pricey for what it is does and not very exciting. Adding an ability against constructs, perhaps charging them with the horns for damage, and maybe a free bull rush attempt on a successful charge hit with the breaking bonus added to the check or something (and making the horns adamantine in the description) would be cool. I can see someone running head first into an iron golem and sending it flying across the room, then stumbling around for several rounds afterwards. Also, rather than having it useable three times per day, I would have it useable four or five times per day, with each +5 bump taking up a daily use (i.e. +5 is one use, +10 is two uses, etc.). I think that would justify a further price decrease, making it a more attractive item. As it is, I think it's lacking, but I think the core concept is strong enough that with an extra thematic ability or two thrown in it would be quite cool.

That's all I've got time for at the moment, but as soon as I have a chance I'll post some more critiques.


RonarsCorruption wrote:


Hairpins of Mind-Melding
Phew, complex is right! Lots of little nitpicks, too. Hearing, sight and smell aren't all senses. You missed taste and touch. Sharing senses as if by the spell of the same name is awkwardly worded, because of the noun between the "share senses" and "as the spell". I'd italicize the spell and remove the "as a spell by the same name" entirely. Your concentration check needed is weird. Spells don't have default DCs, conditions do. They often use spell levels... Also, you say what the concentration is, then you later give a bonus to it.
Not a bad item, but it needs a lot of polish.

Thanks so much for the feedback. :)

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Thanks, goodwicki. High-level spells were definitely a concern of mine; if I'd gone on, I might've limited the double to sixth-level spells or higher (which still could've been powerful, but I don't think as much so as a wish, for example -- I picked the level based on the greater shadow conjuration spell).

I like the idea of a endless duration mirror image (until hit/combined). I think I thought about that very briefly but then just discarded the idea.

And since you looked at mine...

Wolf's Head Cloak
I really like the visual here. It's very "Song of Fire and Ice" (which, granted, I hated, but the visuals worked). I could totally see there being a series of these with different abilities based on the head. Like Ronars, I'm not sure the given effect is my favorite (though your later explanation for the tripping does make more sense).

They definitely inspire me to want to come up with some cool ideas; I see a home campaign perhaps involving tribes of warring barbarians where the chiefs wear these and get different powers based on the type of animal.

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Thanks for all the feedback guys. It may not have been what I actually submitted, but there was a big trap I didn't even realize I was falling into - augury. What an innocent looking spell. ;)

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Sigh, I left my Round 1 write up on my work pc, I'm such a doofus >.<

So, Being the abject uncontrollable writer, here's an item for you to enjoy purely for the fun, 1st draft but with formatting attempted.

Item idea: 21:45pm
Completed First Draft: 22:04
Total Time: 19 minutes :P

Word Count: Word 2010 says "182".

Starting with the name as would be entered in the name bit of the submission form :P

Galloping Winged Parchment

Now the other bit of the submission form, including all formatting (per 5th printing :P)

Galloping Winged Parchment
Aura faint conjuration (summoning); CL 3rd
Slot none; Price 300 gp; Weight 1 lb.
Description
A sheaf (20 sheets) of pre scored parchement with origami fold markings indicating the folds necessary to turn the parchment into a miniatire horse or crane.

Write a missive upon the parchment and think horse or crane and fold. Spirits of the origami masters will guide you to the correct folds to create horse or crane. Folding takes 1 round.

Holding the crane upon your open hand, or placing horse upon the floor, simply state the person to receive the message.

The miniature will animate and fly or gallop to the recipient as appropriate.

If the missive is a love letter, the miniature becomes an amalgam of horse and crane, both galloping and flying as needed, resembling no less than a miniature pegasus.

These miniatures have a range of only 120 feet, travelling at speed 3. They automatically fail all saves, have 1 hit point and an AC of 10.
Construction
Requirements Craft Wondrous Item, summon minor ally, Craft (Origami); Cost 150 gp

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Coming back to my item after a well earned cuppa, I'm now going to tear myself apart with possible auto reject reasons for my origami offering...

Tenuous Reason: 6. Your item is a variant of an existing item.

Figurine of ... say no more.

Tenuous Reason: 10. Your wondrous item isn't spell-checked or proofread.

Hey, it was conceived and written up in 19 minutes! And thats what first drafts are for :D

Fairly Confident: 12. Your wondrous item is a joke.

Well, it is really :)

Definitely: 17. Your item is modern technology presented as magic.

Ever written a letter - or texted someone on the other room :D I bet you have!

Assuredly: 18. Your item means it's impossible for the bearer to become lost.

Meta gamers would write to "the tree on the right path out of here", etc.

Possibly: 20. Item Makes GMing Harder.

How do you tell the real origamis from the notes being passed round the table :P

Possibly: 25. Item is a child's toy.

I would play with them - wouldnt you? :)

Assuredly: 26. Item encourages metagaming.

See 18 - it's more than encourage knowing my players - grin.

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This was my item last year. I liked the idea, but actually making it work in game terms was a bear. I'm sure it failed for (among other things) making the GM work harder.
There may be some formatting errors because I found this text in an old email and am not sure if it was the final version, but close enough for jazz.

Sudarium of Grasping:
Sudarium of Grasping
Aura moderate transmutation;CL 10th Slot neck; Price16,000 gp; Weight 1 lb.

Description
This scarf may become prehensile for one round up to 10 times per day. While active the Sudarium of Grasping may manipulate objects, wield weapons or otherwise behave as an additional limb. As part of a full attack the limb grants the user one additional standard action every round it is used. This effect is not cumulative with similar effects, such as that provided by a speed weapon or the haste spell.

In place of a standard action the item may be used to draw or
sheathe a weapon, manipulate an object, or ready/drop a shield. The Sudarium may not perform actions that require two hands (such as wielding a two-handed weapon or loading a crossbow). The item may be used to attack as a club +1 or may be employed to wield a weapon. Any non-magical weapon wielded by the Sudarium acts as a +1 weapon. If used during the same round that an attack is made by the user's actual limbs the Sudarium incurs no penalties for two-hand fighting, but if the user is fighting with two weapons in addition to the Sudarium normal penalties apply to attacks made by the user's natural limbs.

For purposes of lifting or combat bonuses the Sudarium employs the user's strength and dexterity scores.

The Sudarium cannot be used to cast spells.

Construction Requirements
Craft Wondrous Item, animate objects; Cost 8,000 gp

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It's not too bad, and I think some line breaks got messed up by your cut and paste. So whilst the format fu is with me...

Need a space between the Aura entry semi colon and the start of CL
Slot would begin the next line, space after Price
At the bottom, Requirements should start the last line, animate objects should be italicized, Cost should be bold.

Thats the immediate leap outs, but I suspect there may be some cut and paste issues causing a few of them.

As for the item, as its a scarf, and a neck slot, I wouldnt want it to draw a heavy weapon whilst clinging onto my neck - it might strangle me!

It might have needed some hit points and AC whilst actively prehensile because it may get targetted by the bad guys.

It's a pretty neat idea though - well done.

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Luthia wrote:

Oh, seriously. I hate/love this.

I had a list of 10 ideas, all of which I've been adding to, altering and discarding for 2 years. Now, I want to write up an item here (having gained enough in self-esteem that I believe I'm no longer scared of the attention). And whenever I try, I think. Ok, let's try and make this look decent. And then I twist the item for the next hour... until it's no longer a boring, spell in a can-tending and half-formed idea-like item, but something I'm actually hard-pressed to let go of.
My main alternate to my submitted item is starting to feel better than the one I submitted, and now I just had another one do the same. Oh, well, eventually I'll hit one that doesn't get awesome with enough treatment.

You can fix one up each month. I will start the Blazing thread after this year's contest is over. :)

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The blazing thread was an excellent exercise, and really helps keep you in practice.

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Yeah, I'm looking forward to trying that this coming year.


This was my initial idea for the contest this year, but I abandoned it before getting around to calculating the cost/price of the item.

Sacrament of the Final Breath
Aura faint necromancy; CL 7th
Slot —; Price ZZ gp; Weight 2 lbs.

Description
This worn tome is a collection of rituals and prayers used to prepare a body and soul for death. The reader may hasten the spirit of a creature near the end of its existence safely into the afterlife by performing the ministrations therein.

Performing the rites is a standard action that provokes attacks of opportunity. Upon completion, one adjacent creature that has -1 or fewer hit points must succeed at a DC 16 Will save or begin dying. The target automatically fails its Constitution check and cannot otherwise be made stable, although healing still restores the creature’s hit points as normal. This effect persists until the creature’s hit points are no longer negative or the creature dies.

Creatures that die while under the effect of the sacrament of the final breath cannot become undead.

The effect is considered a death effect for purposes of spells such as breath of life, death ward, or raise dead.

Construction
Requirements Craft Wondrous Item, bleed, rest eternal; Cost ZZ gp


goodwicki wrote:

Astrolabe of Great Deeds:

My main dislike of this item is that it requires a Profession check to use. I generally feel that an adventurer's profession is, well, adventuring, and the likelihood of a player taking ranks in any specific Profession is next to none. Unlikely to be carried around, and a bit of a pain for the GM to specify a specific day to undertake a task unless they're planning on railroading the players anyway.

Thanks for the feedback. I agree with you--both the size and the profession check make this item less accessible to PCs and move the item closer to being a plot device.

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Sacrament of the Final Breath

Interesting thought. It feels like something I could see adding color to a campaign world and being created in a place where you might have to worry about being turned into undead.

However, I'm not sure I see PCs using it in an adventure -- I'd be peeved if someone used this on my character and I'd rather stab an enemy to hasted their dying than use this.


Here are my thoughts on the next bunch of items.

Figurine of the Elysian Host:
This is a pretty neat item, especially for bards - I like the multifunctionality of it. Also nice to see a figurine that turns into an item rather than a creature. At first I thought it was a bit cheap, but had somehow glossed over the "once per day" bit. Has a good thematic tie to the azatas, inclusion of good alignment in construction requirements is thoughtful.

As for the item leaning too far towards being a magic weapon, I'd be more worried about it leaning too far towards being a rod (as nebulous a magic item category as that is). The increased duration based on alignment is nifty, but probably unnecessary - in my experience most combats don't last much longer than 10 rounds. Might have been better to penalize evil/lawful creatures with reduced 5 round duration and lawful evil creatures being unable to activate it. Overall very neat though, especially for a plamar heavy campaign.

Pickled Monkey Ninja:
Going to throw the obvious joke issues right out the window, as well as the oft-mentioned character rebuild issues. I like this item because A) it's ridiculous and B)it reminded me of the dagger of thieves from the first Wizardry game. My main concern was brought up by I believe ronarscorruption, mainly that eating a twelve pound pickled monkey in ten minutes is an astounding feat, no matter how delicious (unlikely) it might be. The starfruit is a nice touch though!

Cloak of the Cobra:
Well, part of the reason I like this item is because it's similar to one of my ideas, but besides that I think it's fairly well done. I wouldn't have bothered making it use the wearer's BAB for a couple of reasons. It causes concerns regarding pricing, as no other wondrous items do this. As far as keeping the item relevant throughout a career, it gets a +10 to hit while grappled, which even with a static bonus to hit adds to it's longevity as an "anti-grapple" item. Also, the item is going to outlive it's usefulness anyways due to the static Fort DC on the poison - at the point where most melee creatures that the PCs are facing in groups are more likely to make the save than not, I think this would end up being sold. I would have just gone with a base bonus to hit equal to the level a PC is likely to buy this at, in this case I'd say +7 or +8 (I can't really see someone devoting half their wealth to this). I might cut down the duration as well - maybe to 5 non-consecutive rounds per day as a free/swift action? I don't see an enemy taking another shot at someone after snakes try to bite them unless they have no other targets, and being able to use it for three encounters a day seems a bit much for the price.

As a side note, in the write-up I would have put the super-cool "writhing garment of living cobras" function first then finished up with the save bonuses and the weakness to charm (which I like immensely); however, I don't know that you spent all that much time editing this thing since you're unfortunately not eligible for the contest - well, as unfortunate as being employed as a full time rpg designer (as many of us wish we could be) can be :) All in all very cool visuals, great thematic abilities, and an awesome defensive item that's both stylish and effective.

Entropic Mirror:
I dislike the SIAC component of this item. I can see the problem with the broken condition - 1 minute doesn't seem long enough, permanent seems a bit harsh, even if you threw in a saving throw (which would also annoy as a roll to hit + saving throw effect). I might have worked more with the fact that it's a mirror, or changed the base item type. I'm thinking a reverse "Picture of Dorian Grey" effect, with the mirror projecting it's own entropy onto what it reflects. Maybe a touch attack to reflect something and activate the mirror, or just a straight up Fort save upon activation with no attack roll, with the last thing reflected in the mirror being broken (for an item) or either exhausted or enfeebled (for a creature) until the mirror is used again or the wielder/user dismisses the effect. While the effect is active, the last target's reflection remains in the mirror, and the condition of the mirror itself improves to shiny newness. Invisible creatures/objects are immune, cannot be activated in complete darkness, dim lighting provides a penalty to hit/bonus to saving throw, probably a negative energy effect.

Cheapy's Ideas:
Both these ideas are neat. Perhaps combining them would work - an item that steals the shadow of the target and shapes it into a temporary shadowy duplicate of one of their items?

Helm of Power:
Everything I would have said mechanics-wise you've already pointed out in your post:) Thematically I wouldn't call it a helm, as it's described as a circlet.

Dreamsnare Shroud:
Not just the book of night without moon, also reminds me of the villainess Lady Rosiline from the 2010 competition. As a DM I do think this would be a bit of a burden - either having to run the creature myself or have a hand-out copy of every stat block I'm going to use, either way refiguring for eidolon evolution, and risking PCs duplicating low-level surviving villains just to see what they're capable of (though I suppose the cost cuts down on the likelihood of this scenario). I dislike having random add-ons that require on-the-spot refiguring, and the annoyance of keeping track of another 3x5 card if I want these evolutions handy without book-searching. Would be better if it just functioned as per the 5+ HD scenario. If it does that, though, it's not really all that exciting as the relevance to the user is just a flavor effect. I do like the idea of summoning creatures from your dreams, just can't think of any cool and effective way to do it mechanically.

...and it is too late (early?) for me to even consider beginning the task of evaluating the rather particular helmet of headlessness.

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Sacrament of Final Breath

I love the flavor of this item. It's got a touch of creepy, a touch of cool, and a whole lot of good writing. On the flip side, however, I am not so much a fan of the effect. Not that it's not good either, I love that it's a permanent bleed deal, but... I cannot see my players ever wanting to use this in-game. A few villians, maybe, but not the players. That is the key, key problem with this item. As cool as it is, it would be sold off as treasure, because most players in most games wouldn't consider using it, when the same (standard) action can already coup-de-gras the same stable target and finish them off in one round.


What the hell. I was really torn between this and the entry I submitted.

Mask of the Stalking Hunter
Aura moderate transmutation; CL 7th
Slot head; Price 30,000gp; Weight 3lbs.
Description
Prized by any warrior who seeks to emulate the prowess of the great hunting cats, this finely wrought mask is made of wood, ivory or molded leather, and is beautifully carved and painted in the stylized appearance of a large predatory feline. The depicted predator is usually a tiger, but masks in the likenesses of lions, panthers, and other great cats are known to exist. A tie of soft leather holds it to the wearer’s head. The mask covers most of the wearer’s face except for the mouth and chin, with the upper fangs of the mask’s snarling visage framing the wearer’s own mouth.

While worn, the mask grants its wearer a +2 competence bonus bonus to perception and survival checks. The wearer also gains Low-Light vision, if they don’t have it, and the Scent ability. If the wearer already possessed Low-Light vision, the distance they can see unaided in dim light doubles. Additionally, whenever the wearer uses a charge or partial charge action to attack a flatfooted opponent, they gain the benefit of the Pounce ability.
Construction
Requirements craft wondrous item, beast shape II; Cost 15,000gp

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Yemeth wrote:
Mask of the Stalking Hunter

The first full paragraph violates the backstory rules. I realize it's actually all visual descrip[tion, but it uses word count and offers a level of description published items generally don't.

As for the mechanical function of the item, you have some redundant language, and it isn't that imaginitive. Everyone wants pounce, and giving someone animal traits doesn't offer new mechanics. Judges have advised before that the best wondrous items use rules to do something that a PC currently can't do.

Instead of saying "if they don't have low-light vision already", just say the mask gives the wearer lowlight vision. I wouldn't bother with extending the range of the vision, that's just kind of messy. They get low-light or they don't. The bonus should maybe be racial because of the kinds of changes, making sure that an animal (or druid wearing an animal form) wearing the mask doesn't always double up on bonuses for being an animal. And some might question the pricing - pounce is pretty bad-ass and frequent use of it might merit a higher price. Finally, a mask that weighs three pounds? Try to conform items to the presentation of other items.

FOr me, the mask definitely falls under neat, but not superstar. Using beast shape to work the rules in a way other than simply "give him pounce and lowlight vision" is the path to improvement.

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Mask of the Stalking Hunter
Two big problems here, but it is a generally good item. Firstly, you need to cut your description down by half; This is only two of your four sentences: "this finely wrought mask is made of wood, ivory or molded leather, and is beautifully carved and painted in the stylized appearance of a large predatory feline. The mask covers most of the wearer’s face except for the mouth and chin, with the upper fangs of the mask’s snarling visage framing the wearer’s own mouth." and IMO is a better description of your item than as provided.

Then, you left the coolest ability for last. Pounce is a very cool ability, and if your item is going to give it, it should be first. Or at least mentioned in the first sentence of the description of the abilities this mask grants; "While worn, the mask grants the hunting abilities of predatory cats, including their ability to pounce on their unwary prey..." Something like that. As-written, you bury pounce behind two minor skill bonuses and low-light vision.

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"Prized by any warrior" this item can be worn by all classes yet this part of the description verbally limits the selection.

cats are known for stealth not their smelling

Mask of the Stalking Hunter
Aura moderate transmutation; CL 7
Slot head; Price 30,000gp; Weight 3lbs.
Description

A finely wrought mask made of molded leather, and stylized to appear as that of a large predatory feline. While worn the mask grants the wearer the prowess of a great hunting cat by allowing the wearer to pounce, whenever the wearer uses a charge or partial charge action to attack a flatfooted opponent. The mask also gives +1 dex, +2 competence bonus to perception(hearing) and survival checks, Low-Light vision (90'), and fast stealth

Construction
Requirements craft wondrous item, alter self, Cat's Grace ; Cost 15,000gp

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FireHawk wrote:
Mask of the Stalking Hunter

Also, I think some room for growth here. First, alter self doesn't contribute to the item, so it shouldn't be a requirement. Second, we don't capitalize the names of spells in requirements, or most of the rest of the time. ALso, items don't give an untyped bonus to ability scores and don't give simple +1 bonuses. If it did, the price would have to go up, because adding pounce to an ability score bonus would make it pretty beast.

Low-light vision doesn't have a range. It merely means a creature sees twice as well in dim light as a human. In rare cases, a creture described with low-light vision sees even better, which is always noted in the creature description. No need to define low-light vision or pounce in any basic rules presentation, as with a magic item.

Great cats have fantastic hearing and eyesight, so I would improve the item AND cut down word use by simply allowing the bonus to be on all Perception checks.

I dunno what fast stealth is. Is it a spell effect? Then it should be stated "gains the benefits of fast stealth. If it's an extraordinary ability animals have, it shouldn't e capitalized and presented as "gains the fast stealth extraordinary ability."

One major thing this rewrite gets though is hacking away at all that descriptive text. That first paragraph, in my mind, would be an auto-reject.

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Mat Black wrote:
Steven T. Helt wrote:
Additionally, the wearer can remove his head as a swift action
this is perhaps my favorite string of words i've read in the last month or so.

Thanks! I was really attracted to this mojo idea, I thought it would be cool to be immune to death from hp loss (but for the simple way around it), and I thought it just seemed cinematic. But then, dispel magic, Improved Sunder....the great benefit was balanced by the finality of the item's weaknesses, and that altogether made pricing a tough sell to me. I went with something easier but cinematic. And mayb I shouldn't have. If nothing else, maybe Clark and Sean would have been able to explain how they'd have fixed the item in the "gracious advice for losers" thread.

But hey, I am less confident about this year's entry than in all my previous entries that haven't made it. Maybe that's the key! : b

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Steven T. Helt wrote:

...

But hey, I am less confident about this year's entry than in all my previous entries that haven't made it. Maybe that's the key! : b

If it is I might be in. I dinnae feel I wasted the judges time, but I know enough about the contest to know my item is not Top 32. 'Tis a solid item, but I lacked the inspiration necessary for real SS mojo.

However there was no way I was NOT going to submit. Afterall, it is RPGFreakinSS! :)

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Curaigh wrote:

If it is I might be in. I dinnae feel I wasted the judges time, but I know enough about the contest to know my item is not Top 32. 'Tis a solid item, but I lacked the inspiration necessary for real SS mojo.

However there was no way I was NOT going to submit. Afterall, it is RPGFreakinSS! :)

Totally agree with you. I meant before that I think the item I did submit is fun, does something nothing else lets you do, etc. But then I also felt that of each of my previous items, and have always felt my submission were on par with finalists. Having never made the top 32, you start second guessing a lot of things, and wondering what you're not seeing. So, this year submission sings to me less than the prescience pillow or.......those sandals that let you stand upside down on the surface of deep water....but then maybe that means it'll sing more to the judges and I'll finally get a chance to strut in round two.

Totally, we should be entering anyway. Clark will eat our souls if we don't.

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Steven T. Helt wrote:
Curaigh wrote:
However there was no way I was NOT going to submit. Afterall, it is RPGFreakinSS! :)
Totally, we should be entering anyway. Clark will eat our souls if we don't.

lol :)

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Steven T. Helt wrote:
Also, I think some room for growth here.

Not my item was just doing some quick trimming and editing to show how much fuff and to make more cat-like

Quote:
First, alter self doesn't contribute to the item, so it shouldn't be a requirement.

would have used aspect of tiger/panther but thats not in the PRD

Quote:
Second, we don't capitalize the names of spells in requirements..
Quote:
I dunno what fast stealth

just a result of copy and pasting I was doing for the forum and not for submission

Quote:
Low-light vision doesn't have a range.

had changed it to darkvison, since most cats dont see in color but that edit got lost in the chopping

Quote:
Great cats have fantastic hearing and eyesight, so I would improve the item AND cut down word use by simply allowing the bonus to be on all Perception checks.

Would that be superstar material? ;)

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FireHawk wrote:

"Prized by any warrior" this item can be worn by all classes yet this part of the description verbally limits the selection.

cats are known for stealth not their smelling

Mask of the Stalking Hunter
Aura moderate transmutation; CL 7
Slot head; Price 30,000gp; Weight 3lbs.
Description

A finely wrought mask made of molded leather, and stylized to appear as that of a large predatory feline. While worn the mask grants the wearer the prowess of a great hunting cat by allowing the wearer to pounce, whenever the wearer uses a charge or partial charge action to attack a flatfooted opponent. The mask also gives +1 dex, +2 competence bonus to perception(hearing) and survival checks, Low-Light vision (90'), and fast stealth

Construction
Requirements craft wondrous item, alter self, Cat's Grace ; Cost 15,000gp

Okay, the Construction, you could have some sort of requirement to be trained in Acrobatics as a skill requirement instead of alter self, this would reinforce the pouncing, leaping.

The flat bonus to dex could be considered non superstar, especially as that is not a normal bonus from head items. (check out slot affinities else where in superstar discussions).

I'd probably replace the +1 dex with a bonus to jump checks to further align with the pounce idea.

The image of warriors leaping out of the shadows is a good thing to emphasise, so pouncing would be covered by the changes, so I would maybe, word count permitting add some sort of crouching stealth ability of bonus to enforce the stalking aspect of the name.

For the price, I would remove this restriction on the charge action to make it more versatile and desireable, i.e. remove "to attack a flatfooted opponent", but that's just me.

RPG Superstar 2012 Top 32 , Star Voter Season 6, Star Voter Season 8 aka nate lange

the slot affinity list posted was actually taken from 3/3.5, technically there are no slot affinities in Pathfinder (although, thematically i think its nice to keep them in mind). also, i think he added alter self because fast stealth is something humanoids get (its a rogue talent) but beast shape was probably better.


Sepulchral Urn of Lingering Death
Aura moderate necromancy [evil]; CL 9th
Slot —; Price 20,000 gp; Weight 7 lbs. (3 lbs. when empty)
This silver urn is filled with the unhallowed ashes of a death priest and adorned with blasphemous calligraphic prayers to his ancient and nameless deity. By upending the urn and spilling out its contents you cause a billowing cloud of necromantically infused ash to fill the area with negative energy. Treat the area as under the effect of a fog cloud spell except all living creatures take 1 point of Strength drain every round they stay in the effect and it only lasts for 1 minute before dissipating.

If there are still ashes within the urn, once per day you may also sprinkle a handful of them upon a corpse whose death came no later than 1 hour ago. The malevolent spirit within your urn possesses the cadaver and forces it to reveal its darkest secrets (treat as if speak with dead but no save is allowed as long as you hold the urn).

At midnight, the ashes within the urn automatically replenish, but the first ability of the item can only be used once every 24 hours.
Construction
Requirements Craft Wondrous Item, fog cloud, speak with dead, creator must be a 9th-level cleric that channels negative energy; Cost: 10,000 gp

~~~
The high cleric level was to represent the whole "I can use negative energy a whole lot!" angle from the class.

Ultimately, it was pretty much a spell-in-a-can, and wasn't exactly something I'd see PCs fighting over. Kind of, uhh, evil in feel.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka motteditor

I think you've probably got too much "back story" (what if it's a priest of the current god of death, whose deity therefore isn't nameless, for example?), but I like the description of the blasphemous calligraphic prayers.

I like the idea of dumping the ashes to create a fog cloud of some sort, though I think I might have had anyone within it take damage from negative energy, as if it were being channeled. That's probably not the most Superstar idea, but feels a bit more true-to-form than a strength drain.

Not sure I like the second part; just feels too different from the first ability.

Also not sure I like the idea that the ashes replenish, which kind of takes away from the idea they have to be unhallowed remains of a death priest. (It's also not clear how many handfuls there are in there.)

I think I might have done something more with having the urn itself be magical, with any ashes able to produce the negative-energy channeling effect (probably too class ability-in-a-can for Superstar, but something I could see players liking for a home campaign). Then maybe add an additional power if you add ashes from a sentient creature?

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