Blazing 9 Items (post-RPG Superstar 2013)


RPG Superstar™ General Discussion

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I could see how your combination might come about, e.g. a cape with a hood - cape = shoulders/back and hood = head. That said, I cannot find any item that uses multiple slots but conversely I also cannot find any explicit statement that one and only one slot per item (including slot none in this).

On reading the relevant sections though, the implication is that only one slot or slot none is used per item. Certainly try it for practice and see what feedback you get, but I wouldn't try it for an entry personally - this might dissuade some voters from your item as it might be perceived as a double sacrifice (instead of giving up other same slot items, you have to give up items for both slots).

That's my thoughts, but I am no guru, it's just what I think might happen.

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Curaigh wrote:
Orcus Of Undeath wrote:

The Unraveling Talisman

*an odd cost, round it too the nearest 500 gp (or so). When it is this exact a number people tend to look closer at the math and then we discover this is worth 9.6 rings of counterspells. Correct or not, we assume the author did not compare the price to existing items (the second step in pricing guidelines). For its effect, I think it should be closer to the ring in cost, but then I think it too close to this ring in function as well. Actually I think it should be cheaper than the ring as a ring can be charged on downtime and an adventurer can still have all spell slots available when on an adventure.

**Concentration is not as hard to beat so most spells will succeed. A floating DC like described should be avoided as well (it makes GMing and pricing harder).
***It forces a check, which if successful, the wearer can negate anyway. Am I reading that right? By choosing an ineligible target or a target on a non-targeting spell. I think I know what the intent here is, but as written I cannae be sure.

I do like changing the target of the spell. This is what makes it different from a rings of counterspell. The top 32 are filled with gauntlets/gloves/vambraces that mess with a caster so there is some potential in the heart of this item.

Nice work Orcus :)

Thanks for the review. Pricing is probably my weakest department. I agree with the floating DC, but I don't think that most checks would succeed, because of the fact that its a floating DC. You are correct in that the wearer can negate the spell, but if he does the talisman becomes inert until the next charging.

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Anthony Adam wrote:

Ok, I haven't costed this. It has a strong image but is skirting a number of Auto Rejects.

I can't settle on a definitive version and so this is an item that is really hard to do well - I may have overstretched my writing chops on this one due to the strength of imagery of the base item and so not being able to settle on an effect/power that feels worthy of the base item.

It is also quite close to spell in a can and to plot device, plus, the base item I think is likely to be very polarizing in a public voting arena.

So... I think the best place for it is here in the practice threads for general going over. It is a prime example of identifying a strong item but then not knowing what to do with it, to give it justice.

Price wise, I think it will end up in the 2,000-3,000 bracket - the effect this has is powerful but tempered by limitations of target and that it is a one shot consumable.

I won't say enjoy, because of the polarizing aspects it engenders.

(246 words)

Orphans Tears
Aura medium enchantment; CL 9th
Slot neck; Price todo gp; Weight
Description
A cluster of tears, harvested at the moment of realization of becoming an orphan, are suspended inside a crystal vial that hangs from a silver chain necklace.

Pulling the vial from the necklace and throwing it at a target of the same race as the orphan requires, on a successful hit, that the target makes an immediate Will save, DC 18, or be filled with wretched guilt and shame. This is a mind affecting effect. Failing the save causes the target to throw down their weapons and shields in remorse, fall to their knees, and beg forgiveness of the necklace wearer.

The necklace wearer can forgive or deny the target. Either choice requires the target make a second DC 18 Will save. Failing this save when forgiven causes the target to flee. Failing this save when denied forgiveness causes the target to wail in anguish for d3 rounds after which they may act normally, benefiting from a +1 to...

I'm not feeling the description. This is an really, REALLY arcane way of making a wondrous object. Is someone walking around with the sole purpose of finding children who are about to find out about the death of their parents, and then quickly scooping their first tears? Personally I'd go for something like "Harvested from a water source near a place of great suffering" or the such. It might be nitpicking, but it really stuck out for me. Another thing I don't like is that on a successful save you allow the target to realize that they have been influenced, but you force them to commit a series of grapples until they strangle the user, with no saves to end it.

I do like the writing though, and you explain how the item works precisely. And I do like the flavor, and see how you attempted to make an item that kinda tells its own tale. Also, I don't think I've seen anything quite like this, so points for that too.

About the name ... You are walking the fine line between simple elegance and unimaginative naming. I really don't know what to make of it.

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KING OF BAD NAMES continues his reign - LOL

Yes, I agree with everything in that review and it really highlights how the item idea, the core, was a strong image. It was so strong, I had trouble stepping back from it - a skill I must develop.

I do like the lake/stream/waterfall/spring of suffering idea, which is one of the reasons I posted the item to blazing nine, to learn and see how to step back when too close to an item - so that as really helped a lot. I might have a go at reworking it using that, but at the same time, it kind of dilutes the initial grab that orphans tears provided. Sigh, why do I do this to myself...

Sorry for giving you all such a crazy difficult item to review >.<

@Orcus - My pricing notes have now been typed up in my superstar guide doc - Check out pages 58-62 - it might help.

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Anthony Adam wrote:

KING OF BAD NAMES continues his reign - LOL

Yes, I agree with everything in that review and it really highlights how the item idea, the core, was a strong image. It was so strong, I had trouble stepping back from it - a skill I must develop.

I do like the lake/stream/waterfall/spring of suffering idea, which is one of the reasons I posted the item to blazing nine, to learn and see how to step back when too close to an item - so that as really helped a lot. I might have a go at reworking it using that, but at the same time, it kind of dilutes the initial grab that orphans tears provided. Sigh, why do I do this to myself...

Sorry for giving you all such a crazy difficult item to review >.<

@Orcus - My pricing notes have now been typed up in my superstar guide doc - Check out pages 58-62 - it might help.

Its hard putting a great idea into something practical, especially into something limited by preset mechanics. But that's what we're here to practice :)

And thanks for the guide, I'll be sure to take a look.


There seems to be some confusion about my magic item. The first version was intended to allow a character to ride a mount of the same size. Normally the character has to be 1 size category smaller.

The second version now also reduces the size of the character because some people didn't like the comedic affect of an oversized person on a mount.

Reduce Person is limited in that it only lowers the person by 1 size category. The end effect is the same for both versions of the saddle, it allows a character to ride a mount of the same size category; i.e. a 6' human can use a riding dog or pony, or a halfling or gnome can use a badger or small cat.

The feedback I'm getting, though, is that people want a saddle that resizes the rider to the appropriate size of any animal on which you place the saddle. Someone brought up also using your familiar as a mount. I'm fine with that, the concept is equally fun, but now you're expanding past the capabilities of existing spells, and moving into Minor Artifact territory. I wanted the saddle to be a fun and affordable utility item that a character could purchase early on and enjoy, especially for PFS characters with limited monetary resources.

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Quick point of fact...Artifact status seems to be designated by pricing as opposed to the capability of the spell. Someone correct me if I'm wrong here...

RPGSS is supposed to expand the powers of the spells used in the item. Otherwise it becomes what SKR refers to as a SiaC or Spell-in-a-Can.

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olePigeon wrote:
There are a couple other magical saddles in the PFSRD, and they're all belt slots. The belt slot is for the animal, not the rider.

The only saddle I find in the PRD is slotless (from UE). On the PFSRD you mentioned, are those 3PP sources? Not that it should matter, just curious. :)

Clark uses the example of boots of speed. Yes it gives haste to the wearer, but it gives it in short bursts which is different than the spell. Using reduce person to make a rider smaller (even if it is not physically doing so) is fine. I think you are ok in also letting it go two sizes smaller, but that does get harder to price. I tried to do the same thing by making the rider gaseous and again by making a wagon a familiar pulls.

I should clarify that I liked the name 'pocket saddle' over the name 'portable saddle' I was not comparing the two items :)

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Anthony Adam wrote:

Orphans Tears

Aura medium enchantment; CL 9th
Slot neck; Price todo gp; Weight
Description
A cluster of tears, harvested at the moment of realization of becoming an orphan, are suspended inside a crystal vial that hangs from a silver chain necklace.

Pulling the vial from the necklace and throwing it at a target of the same race as the orphan requires, on a successful hit, that the target makes an immediate Will save, DC 18, or be filled with wretched guilt and shame. This is a mind affecting effect. Failing the save causes the target to throw down their weapons and shields in remorse, fall to their knees, and beg forgiveness of the necklace wearer.

The necklace wearer can forgive or deny the target. Either choice requires the target make a second DC 18 Will save. Failing this save when forgiven causes the target to flee. Failing this save when denied forgiveness causes the target to wail in anguish for d3 rounds after which they may act normally, benefiting from a +1 to...

*'of' you have three of them in the first sentence. an 's will save you lots of words and smooth the flow imho.

**immediate is already how will saves works, though I can see you were separating the first from the second save. I think balance still holds that a spell requiring a save does not also require an attack. There are exceptions, (will; harmless) but one or the other is enough.
***throw down held items (saves words and clarifies whether that wand of magic missile is in the hand or on the ground).

I like the choice of deny or forgive. Two options to an item that work well together (not SAK) and both dependant on the first save.

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Ohh, nice, I like that held items rephrasing, cant believe I missed that myself.


Curaigh wrote:
The only saddle I find in the PRD is slotless (from UE). On the PFSRD you mentioned, are those 3PP sources? Not that it should matter, just curious. :)

War Saddle from Knights of the Inner Sea is belt slot. The others I found were indeed 3PP, but they were also belt slot.

Curaigh wrote:
Clark uses the example of boots of speed. Yes it gives haste to the wearer, but it gives it in short bursts which is different than the spell.

It doesn't exceed the scope of the spell, though, and the item follows the item creation rules. It's essentially a 1st level, single target Haste spell with 10 uses per day. No matter how many times you use it or how short the duration, it's still Haste, and nothing more.

However, as I was writing this, I think I found a contradiction to my own argument. The Muleback Cords off of which I originally based the item increase the strength of a creature by 8 for the purpose of carrying capacity. It uses Bull's Strength during item creation. It's apparent the spell requirement for creation is just for flavor, and only loosely based on the actual function of the item. So shrinking the rider the appropriate size should work. The damage adjustment table accommodates for diminutive characters. I suppose they'd get a cumulative -2 size bonus to strength, +2 size bonus to dexterity, and +1 size bonus to attack rolls and AC for each size category beyond the original; i.e. if a human uses a tiny sized animal as a mount, they'd have a -6 to strength, +6 to dexterity, and +3 to attacks and AC.

Curaigh wrote:
I think you are ok in also letting it go two sizes smaller, but that does get harder to price.

I guess that's what this thread is for. I'll reword the item and pick a price I think is reasonable, then let you guys pick it apart as per usual. :)


I changed the name back to Pocket Saddle, and changed the wording to match one of the only other magic saddles in Pathfinder. I have to say, this would be the quickest way to lose 5,000 gp if someone puts the saddle on a random tiny creature. The first thing it's going to do scamper away with their magic item strapped to it, it's not trained to be a riding animal. :P

I kept the price at 5,000 gp because the effects of the spells are creature type, subtype, and size, which would reduce the cost of the item. I believe that would offset any increase in price for shrinking the rider.

Version 3.0:

Pocket Saddle
Aura faint transmutation; CL 3rd
Slot belt; Price 5,000 gp; Weight 1/4 lb.
Description
This finely tooled, miniature military saddle is only three inches long. Any creature of size tiny or larger and of the animal or magical beast type of an appropriate shape to wear a saddle (creatures with unusual anatomies may be affected with GM discretion) can wear the saddle. The saddle magically changes size and shape as necessary, and the creature is affected as though subject to a permanent ant haul spell. Additionally, anyone mounting a creature the same size category or smaller will magically shrink to the appropriate size. Dismounting returns the rider to its original size.
Construction Requirements
Craft Wondrous Item, aunt haul, reduce person; Cost 2500 gp

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olePigeon wrote:
Curaigh wrote:
The only saddle I find in the PRD is slotless (from UE). On the PFSRD you mentioned, are those 3PP sources? Not that it should matter, just curious. :)

War Saddle from Knights of the Inner Sea is belt slot. The others I found were indeed 3PP, but they were also belt slot.

My understanding from looking at the construction rules, the slot information and so forth is that the slot in a magic item refers to the slot of the creature wearing it. So I would expect belt or back for a saddle as that's where it goes on a mount usually. As there is a saddle in Knights... then the precedent has been set, so I would run with that.

It could also be argued that the slot entry in a magic item refers solely to a PC slot, in which case, this explains "none" in similar Pathfinder items - the PC is not the one holding or wearing the item.

In either case, I certainly wouldn't ding you for putting in an appropriate slot for such an item, nor would I ding you for using none when it isn't held or worn by the PC. I would ding you if you chose something different for a same base item for which a precedent can be found - which you have - so it should be belt in this case.


Template practice time...

Requirements should be below Construction
Spells in construction : aunt haul? is that like uncle poke? :P
Cost isn't formatted fully - needs a comma.

*point munch* - YUM!


Template Fu wrote:

Template practice time...

Requirements should be below Construction
Spells in construction : aunt haul? is that like uncle poke? :P
Cost isn't formatted fully - needs a comma.

*point munch* - YUM!

The aunt hall is a really important spell, it's so her 12 cats can carry the large grocery bags filled with cat food and kitty litter. She can't carry it all! ;)

Version 3.1:

Pocket Saddle

Aura faint transmutation; CL 3rd
Slot belt; Price 5,000 gp; Weight 1/4 lb.

DESCRIPTION

This finely tooled, miniature military saddle is only three inches long. Any creature of size tiny or larger and of the animal or magical beast type of an appropriate shape to wear a saddle (creatures with unusual anatomies may be affected with GM discretion) can wear the saddle. The pocket saddle magically changes size and shape as necessary, and the creature is affected as though subject to a permanent ant haul spell. Additionally, anyone mounting a creature the same size category or smaller will magically shrink to the appropriate size. Dismounting returns the person to its original size.

CONSTRUCTION

Requirements Craft Wondrous Item, ant haul, reduce person; Cost 2,500 gp


Much better :D

One last thing to be aware of - when entering the competition, the template doesn't capitalize the description or construction words - this is just a font in the book that doesn't have lower case.

So make sure that if the template doesn't have capitals, then you should match the template - it forms part of the rules to allow the judges to spot who reads them and who doesn't.

I check every year just in case they try to catch me out :P

Yeah - Paranoid - Me.

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olePigeon wrote:
Version 3.1:Pocket Saddle

looks much better, nice job on the rewrite olePigeon. :)

As AA mentioned, watch the caps. I see you fixed the title though so rewriting is helping.
"GM discretion" is to be avoided in RPGSS because SKR #20, but for any other reason I would say you are fine. Possibly you could make a second version (exotic), but this works for the practice thread.
Consider this:
Any creature of size tiny or larger and of the animal or magical beast type of an appropriate shape to wear a saddle... (23 words)
Any animal or magical beast of size tiny or larger of an appropriate shape to wear a saddle... (18 words)

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Sizes, when referring to game terms, should be capped (as in Tiny).

Also, I might make it "Any animal or magical beast of size Tiny or larger," which makes it slightly less stilted. You could also maybe try "Any Tiny or larger animal or magical beast..." (by having the size capped, you don't actually need the word size in there).

Also, looks like you bolded your caster level ("3rd") in the last rewrite accidentally.

Lastly, I'd lead off with the rider being reduced. That's the neater power, IMO, conjuring for me at least images of classic Ant-Man on his ants from early Marvel comics. The ant haul is just a spell in a can.


Thanks for the suggestions, made some changes. I could put a caveat in there some place about the type of saddle. Presumably you could use an exotic saddle instead of a military saddle when the magic item is made.

About to post my first archetype.


OK, here's my first attempt at an archetype. I'm not sure how to really format it. *puts on flak jacket* OK, GO!

Chrono Magus v1.0:

Chrono Magus

The chrono magus has the rare gift of understanding the intricacies of space and time. He uses his eldritch knowledge to manipulate the very fabric of reality itself.

Dimensional First Steps (Su)

At 4th level, a chrono magus gains Dimensional Agility as a bonus feat. In addition, at 4th level, a magus can expend 1 point from his arcane pool as a swift action to grant himself a +1 insight bonus for 1 minute to attack rolls and reflex saving throws. For every four levels beyond 4th, the chrono magus gains another +1 enhancement bonus, to a maximum of +5 at 20th level.

This ability replaces spell recall.

Time Shift (Su)

At 15th level, a chrono magus has a limited mastery of time travel, enabling him to swap places with a version of himself from several seconds in the future. Once per day, the chrono magus can treat any one d20 roll as if the result were a natural 20. He must declare the use of this ability before the roll is made.

This ability replaces magus arcana at 15th level.

Master of Space and Time (Su)

At 20th level, the chrono magus has absolute control over space and time. As an immediate action, the chrono magus may modify any one d20 roll by 1, positive or negative, for each point spent from his arcane pool.

This ability replaces true magus.

Chrono Magus Arcana

At 3rd level, a chrono magus gains access to the following magus arcana. He cannot select any arcana more than once.

Slip Stream (Su)
Benefit: As a swift action, the chrono magus can expend 1 point from his arcane pool to momentarily slip between different dimensions. This functions as dimension door, but only targets the chrono magus, and has a range 5 feet per chrono magus’s Intelligence bonus.

Uncertainty Principle (Su)
Prerequisite: Magus 6
Benefit: As a swift action, the chrono magus can expend 1 point from his arcane pool to converge multiple future versions of himself from various possible timelines into a single space. This functions as mirror image, but only targets the chrono magus, and lasts for a number of rounds equal to the chrono magus’s Intelligence bonus. The chrono magus must be at least 6th level before selecting this arcana.

Time Dilation (Su)
Prerequisite: Magus 12, hasted assault magus arcana
Benefit: The chrono magus can manipulate space and time around himself. Whenever the chrono magus uses his hasted assault magus arcana, he may expend 2 additional points from his arcane pool to create a 20 foot radius time dilation aura with the same duration as the hasted assault magus arcana. When created, the chrono magus immediately gains the benefits of one of the following bonuses:

  • Increase its speed by 30 feet.
  • Stand up as a swift action without provoking an attack of opportunity.
  • Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • Cast a single spell of 2nd level or lower as if it were an extended, lingering, ectoplasmic, or disruptive spell.

Each round for the duration of this aura, each of your allies can choose one of the above bonuses for that round at the beginning of its turn (their choice). These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action.

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Its almost midnight. On quick glance there are some formatting issues - which you can have a go at working out using the archetype round from last year :p - that said, Time Shift requires a relook.

First it says to swap place with a future self...

So, how many seconds exactly, one rounds worth? This would limit him to a speed or double move to get there next round. What if he is blocked and cant be there to swap with his past self?

Thats why if you do this, make it a positional swap to where has previously been - it creates less issues. As it stands, as a GM, I would expect the player to make every effort to get to the elected space within those seconds into the future. I hope you can see what i am getting at.


Oh, no, no, no. :) It's flavor text and has no baring on the mechanics of the game. Being dimensionally anchored or whatever would have no effect on the ability.

The ability functions identically to the Ronin/Knight Errant 15th level ability. Completely ignore the first part, I was just trying to spice it up so it sounds like he's traveling back in time from a possible future to redo one action... which would basically mean he knows what's coming and knows exactly what to do. Hence the natural 20.

I'll reword it. Unlike the Chronomancers from 3.x, there's no going back rounds or really changing events after they've already been done. All the abilities simply have time/space travel related flavor text to make it sound cooler than it really is, such as the Mirror Image.

I also forgot add the recommended magus arcanas at the end for the archetype. Obviously hasted assault would be a recommended arcana, as one of the new chrono magus arcanas has it as a prerequisite.


Also, Time Dilation only affects allies that start their turn within the aura. Need to fix that.

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

I'd agree with Anthony that you should watch your templating stuff. That's a big factor for a lot of voters (and -- FAR more importantly, considering Superstar is a way to get into professional game design -- editors who may hire you as a freelancer but are less likely to if they have to rewrite everything to correct formatting). The templates you can get on the Superstar home page are key (click on Round 2: Archetype Rules on the right side of the page for the details).

Then there's also Sean's advice, which is as good a source as you can ask for.

Definitely be careful of your "fluff." Your powers didn't seem too powerful, but the description of them are.

In addition, while I think this is probably fine design space to practice in, be VERY careful playing around with time when it comes to the contest itself. There's certainly some design space there, but when it comes to Superstar, that's the one area I'd probably not take a risk (though I'm normally a fan of people really swinging for the fence in the contest). My Round 1 item last year played with initiative and I used control of time as the "fluff." Obviously I didn't get in, and while I think there were some other parts of my item that didn't appeal to people, the use of "time" as part of it ended up turning off some voters, I think.

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Also, when you are on the the Superstar main page, if you look to the bottom, you can see all previous years as well, so with a little link following, you can get templates for many areas of games design and not just last years. But beware the first years, they were 3.5, not Pathfinder (if I recall correctly, it became Pathfinder on the third year of Superstar - but do check that.)

And if you are practicing for a design area not yet seen in the competition (e.g. introducing a new domain and the domains spell list), look very closely at the book. Are there colons, semi colons, where is it bold?, italic?, what is capitalized and what isn't?

But above all, before submitting any entry to any competition - check the rules thoroughly beside your entry - Was a template provided or indicated by "as found in book xyz"? If so, have you used it? Specified word count (whether for the whole entry or for parts of an entry)? Did you use or refer 3PP and is that allowed?

Also check previous years entries for anything similar to your entry - how was it judged and received? Were traps in that design identified and does your entry also fall foul of them?

With last year, we all saw, painfully, how many people entered without basic formatting. I don't recall a single item that failed on basic template use garnered any of my votes, and I'm probably not the only one who ended up voting that way.

Yes, the judges are right when they say content is greater than formatting.

BUT

After getting "ugh, bad formatting" tired during voting, badly formatted items ended up being instantly seen as "didn't try, not worth the effort, no vote". A competently (not necessarily perfect but close) formatted entry always got read.

So formatting is this. It gets your entry read.

Do that, and the battle for my vote is so much closer to being won.

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Hi guys, it's getting round that time again. Big props to everyone for all the cool stuff you have filled this thread with over the past months (and special shoutout to fellow Jacob M for his Pathmaster adventure - super cool!).

Work and family life (son #2 arrived in early July) have kept my RPG design productivity on a low burn, so I need to get back into swing.

Sooo.....how about a quick and dirty 30-minutes item design challenge?

Less than 30 minutes after I post this, I will post a brand spanking new wondrous item, 300 words or less.

My mind is absolutely blank as to what to make, so this should be interesting.

Ready, set - GO!

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Missed the deadline by a few minutes, but here goes

Soulcrusher Crown
Aura strong necromancy; CL 15th
Slot head; Price 11.000 gp; Weight 1 lb.
Description

Made from humanoid bones bound together by dried sinew, this crown is set with five black sapphires along the rim.

As a standard action, the wearer may draw the soul from a recently dead body and trap it within one of the sapphires, as per soul bind. The soul can be held within the crown for a total of 15 rounds, or until released by the wearer as a standard action. Gems that contain a soul glimmer with a dark inner fire.

Whenever the crown contains one or more souls, the wearer's Caster Level is considered one higher per soul for the purpose of using the Command Undead feat and casting spells with the [evil] descriptor.

Construction
Requirements Craft Wondrous Item, Heighten Spell, soul bind; Cost 5.500 gp

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

You're letting your Europe show, Jacob 3. (And thanks for the nice comments, though Curaigh also had a Pathmaster adventure): Should be commas, not periods in the price and cost.

Nice description, though if it were for the contest, I'd just keep in mind the reaction to all the blood and gore items from last year. (Which doesn't mean do it, just that it could be considered a risk to feature body parts.)

"For a total of": This may be my newspaper background speaking but the phrase annoys me. It's excess words that you don't need. You can simply say the soul can be held for 15 rounds (or up to 15 rounds if you want, though "or until" makes that unnecessary).

Item seems workable. It's a little odd with timing. If you use five rounds to fill the crown, you're only going to have 10 rounds at full power. I'm not sure that'd be helpful because in a situation that you wanted to use Command Undead in, I'm guessing you don't have five rounds available to fill it. I suppose if I wanted to cast an [evil] spell, though, it could be useful for that. I definitely like the necromantic overlord feel of that aspect.

What does "recently dead" mean. I can't draw a soul from a day-old corpse, I'm assuming, though you could argue that's a recent death. I'd say that's far too vague a term.

Still, for 30 minutes with no idea beforehand, I'd say this was very good. Welcome back.

Anthony Adam wrote:

I don't recall a single item that failed on basic template use garnered any of my votes, and I'm probably not the only one who ended up voting that way.

Really? I voted for a number of them if only because I'd get one failed template item vs. another.

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Yeah, I think at the time, we had that "neither" option >.<

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Now, Unfortunately, with my daughters birthday and the cost of Vet books, I can't really participate in this, but just in case you guys want the opportunity to pick Neil's brain and get the inside track on some cool designing.

Legendary Games is running a kickstarter for their Gothic hardback.

It has a limited pledge level known as "Killer Robot Level"

(I would almost put money on Neil being the "Killer Robot" in that name!)

So what is this offer... get this...

Quote:
Only 4 pledges left: Killer Robot Level: Get the print and PDF compilations, and in addition get the opportunity to work with Superstar designer Neil Spicer to develop one of the pregenerated characters in the upcoming Robotic Heroes supplement for the Gods of Steel Adventure Path Plug-Ins!

I wish I were richer!


Jacob W. Michaels wrote:
In addition, while I think this is probably fine design space to practice in, be VERY careful playing around with time when it comes to the contest itself.

I avoided anything that actually manipulates time as a game mechanic. Chronomancers in 3.x were a nightmare to play with, which was probably why they were "banned" by writing in a story where the gods themselves would hunt down and kill chronomancers. Chronomancy probably won't ever be officially allowed, it's just too much of a headache for DMs and players.

I didn't want people to worry about where they were the round before, or taking back actions after all the dice have been rolled. Like I said, the "time travel" stuff is just flavor text to describe existing game mechanics. Nothing new or changed to keep it simple.

It's very much a "cool background" based archetype with a few new magus arcana. I think heavy role players would get a kick out of it, imagining different scenarios in which their character "changed the outcome" of a fight, even if mechanics wise they had no more or less power to do so than any other character. After the fact, though, it'd be fun to speculate about the chono magus going back in time so he could jump out of the area of the fireball ("rolls" a natural 20 on the reflex saving throw using his Time Shift ability), or at level 20, distorts space time to allow another character to confirm a critical hit on a monster at an important juncture during a fight.

It's just fun backstory and role play, I think, and would add a lot of flavor to a game.

I'll put together a version 1.1 that's properly formatted so it's easier to read and critique.

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Challenge for you then - ;)

Rework it as is but with no mention of time whatsoever anywhere, remove references to Chronometers, Time, Future, Past etc.

I could say a word that sprang to my mind to give you a possible starting point, but I don't want to color your own ideas with it.

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olePigeon wrote:

OK, here's my first attempt at an archetype. I'm not sure how to really format it. *puts on flak jacket* OK, GO!

** spoiler omitted **...

Cannae add the specifics as the spoiler prevents quoting.

*additional arcana would not be part of an archetype, unless specifically requested. There are no rules for the Blazing 9, but an editor will ask for A & B, dinnae give them C.
**replace them/their with him/his. Instead of defaulting pronouns to the masculine (as is traditional) contemporary writers try to avoid sexism with the plural pronoun. For Paizo the default is to the iconic, other publishers will have their own rules of course.
***That last arcana seems overly powerful to me. That is a lot of flexibility that most players will have to choose at character creation (feat) or at least daily (prepared spells). I could be wrong on this, but it kind of comes across as SAK where the designer could not decide how to limit the power. Similarly gaining a feat andan arcana at fourth level is a big jump. I might add the feat to the options a magus has for bonus feats. Also be sure to call out if the archetype has to qualify for the feat (as it has prerequisites).

Overall I think this is cleanly written even if not in the appropriate format. I agree the word 'time' and 'chrono' can be off putting. AA said he dinnae want to cloud your creativity, but I do have one possible alternative. :)

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Jacob Trier wrote:
Soulcrusher Crown

Welcome back Jacob!

Wonderful idea, thirty minutes and bam! I have too say this better than my 24 hour idea is. No wonder you're superstar material already. :)

*I agree with Jacob that the timing needs work. A day would be be too much though rounds seems too short. I think this is an excellent example where playtesting is needed.
**per soul bind 'recently dead' would be 15 rounds. I might round it up to two minutes or down to one, but I do think it needs to be defined.
***not sure this needs to be in the item, but I am left wondering if the soul can be brought back (raise dead etc.) Soul bind requires crushing the gem, but it has a permanent duration. Here the effect wears off (or maybe the soul is consumed in the heighten?).

Nice work Jacob 3
EDIT: I really need to get better at the self-promotion thing :)

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I've got a gauntlet in the works. I'll get it done by the end of the month.

When do you guys start working on your Superstar entry item?

Jacob Trier wrote:

Missed the deadline by a few minutes, but here goes

Soulcrusher Crown
Aura strong necromancy; CL 15th
Slot head; Price 11.000 gp; Weight 1 lb.
Description

Made from humanoid bones bound together by dried sinew, this crown is set with five black sapphires along the rim.

As a standard action, the wearer may draw the soul from a recently dead body and trap it within one of the sapphires, as per soul bind. The soul can be held within the crown for a total of 15 rounds, or until released by the wearer as a standard action. Gems that contain a soul glimmer with a dark inner fire.

Whenever the crown contains one or more souls, the wearer's Caster Level is considered one higher per soul for the purpose of using the Command Undead feat and casting spells with the [evil] descriptor.

Construction
Requirements Craft Wondrous Item, Heighten Spell, soul bind; Cost 5.500 gp

Well, looking at it, other than the apparent formatting issues, I've got no major problems with it, other than what others already noted.

I do like the description very much. Also, such an evil item does carry a certain sublime allure to it, and you've managed to bring it out.

Very nice for a short notice item.

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Ive gotten time to finally look at the other items I have not reviewed...but I don't have anything to add to those that already looked over them :)

Jacob, my only grief is with the name (aside from the formatting things and time things already mentioned). The crown isn't really causing any kind of despair nor is it "crushing" souls. Just capturing. I think I would like this if the soul is completely used up after the 15 rounds. This would also provide some interesting race-against-the-clock mechanics in games.

I like the idea of holding a timed entry practice round here.

I propose on Monday, 10/21/2013 we have a window from 4pm PST (or GMT-8) to 4:30pm PST (or GMT-8) to enter items. Let's see what everyone comes up with! Try not to think of anything until the time window for entry.

Any takers?

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theheadkase wrote:

Ive gotten time to finally look at the other items I have not reviewed...but I don't have anything to add to those that already looked over them :)

Jacob, my only grief is with the name (aside from the formatting things and time things already mentioned). The crown isn't really causing any kind of despair nor is it "crushing" souls. Just capturing. I think I would like this if the soul is completely used up after the 15 rounds. This would also provide some interesting race-against-the-clock mechanics in games.

I like the idea of holding a timed entry practice round here.

I propose on Monday, 10/21/2013 we have a window from 4pm PST (or GMT-8) to 4:30pm PST (or GMT-8) to enter items. Let's see what everyone comes up with! Try not to think of anything until the time window for entry.

Any takers?

Aye, I am in, though number of these folks are at a disadvantage as they are on GMT. How about: post something between now and next monday's 4 pm, 30 minutes later post an item.

no thinking, no thinking, no thinking

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Orcus: it varies. One year I worked on something all year long. I tried to go to other things, but it was my favorite and nothing got past it. Not even the better stuff. The year before last, I did not have inspiration until a week before the deadline. & by inspiration I mean something that wasn't bad. I knew it not to be a winner, but hoped it was solid enough. Last year, I had a concept (several actually) for a couple of months, but I didn't try to write anything until the contest started. I then spent a week ignoring it, a day rewriting, a week having others proof it, a day of rewrite, a couple days of ignore, one final rewrite and sent it in.

My concept list started in December of last year. Really great ideas seem to flood out once the submit button has been hit. :) I write down items, effects, names, monsters, titles, villains, locations. Most of those end up here as long as I have three others to keep. Others go to Wayfinder and other writing opportunities like Pathmaster.

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Yeah, I'm similar. I get ideas whenever I get them. Some I post here. Others I hold on to.

If I like them enough that I think they could be Superstar-worthy, I'll squirrel them away. I think I'm up to four at this point that I'm holding onto for the contest. I might go and play with them a bit from time to time but then will really buckle down and polish them up (and decide which I like best) once they announce the contest. Whatever I don't use will probably end up being pitched for Wayfinder or some other freelance work.

I also agree with Curaigh that some of my basic ideas will come almost as soon as this year's top 32 are announced. In 2011, I'd already written down an idea of a mote that provoked attacks of opportunity to develop for the next year only to find someone had gotten in with a similar idea.

Sometimes I might write down an area to try to play with, a name, sometimes something like "can shoot effect out of gun." My entry last year played with initiative, which I think was spurred by something Clark said in the critique thread in 2011. Thanks for nothing, Clark. : )

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Thanks for all the feedback, guys.

Obviously, the item is a poster case for the value of proofreading and editing, but as you have all noted, I'm fairly pleased with it considering the time constraint.

I started out by going to the PRD and roll randomly to pick a slot, then rolled again among the examples listed, and then just let my imagination flow. Once the name popped into my head, I searched d20pfsrd.com for "soul" to find spells to mine for mechanics. After submitting, I found several other spells, such as create soul gem and others which might have been better choices.

Working under such a time pressure also shows the value of practicing proper formatting. I found it almost second nature (a few glitches none-withstanding, I wear my Europe proudly), even after not having made items for months. It allowed me to focus my energy on description and mechanics.

Curaigh wrote:
EDIT: I really need to get better at the self-promotion thing :)

Well, Jacob has a big advantage over you, since his real name is displayed in the Superstar forums, and yours isn't. In fact, after RPG Superstar 2012, I asked Paizo to change my default profile from JaceDK to my real name, to get started on name recognition right away. The only way people would make the connection between Curaigh and the author of Cutting Silver Pass would be to look in your profile.

That said, big congrats to you too :-) - well done!

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heh I am thinking to go the other way and have everything published under Curaigh :)

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You know what you guys ... I don't know if I've shared this before, but the way I design items is: I try to come up with a cool name. And then I try to explain through mechanics, and possibly an origin story, why is the item called that. Usually I come up with a few possible choices during this process. But I don't know if this is a good or a bad approach. Anyone got any advice on that? Anyone doing something similar perhaps? The reason I'm sharing this now is the following: I think I've got a really cool name for my Superstar entry, but I'm toying with a lot of ideas as to what it could do. I've got some bits narrowed down, but overall its not shaping up yet.

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Man, I forgot how confusing it was having other Jacobs with my avatar. I'm like, "I don't remember posting that..." Curaigh, definitely promote yourself more.

Orcus, I think it really comes down to your personal preference. I tend to struggle with names -- they're almost always the last thing I'll come up with and involve a lot of work for me to get something I'm happy with. That's true with almost everything I do game-wise, from magic items to NPCs. I think if that method works for you, though, keep using it. If you think you've got a cool name (and that's a key start, don't downplay your name!), start trying different things to see what works best. There's no reason you can't do four or five different versions of the item, each with different powers, and keep refining it.

For me, I can't really say I have a method. My ideas just kind of come to me. Sometimes I start with the base item, sometimes with an idea of what I want it to do, then fill in the mechanics as I go. Often times the base spell is the next-to-last thing I'll do as I look for something that fits perfectly. I spend a lot of time searching the spell lists in various books in the PRD with different search terms to make sure I'm covering my bases.

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Orcus Of Undeath wrote:
When do you guys start working on your Superstar entry item?

Usually the day after round 1 reveal :P

Seriously though, in terms of trying to improve my craft, I don't really stop, I read, I assess, I provide reviews, I look at where I went wrong (spare filigree anyone? >.<), I write items for Blazing 9, I keep items back for a while at least as potential entries - which usually end up in Blazing 9 at some point.

So for me, it's difficult to say exactly when. I guess it's when that grabbing idea grabs me. I usually have a potential entry by the end of this month that is at polish and shine stage of writing, but then again, that item usually changes by the time the entry form is opened.

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Orcus Of Undeath wrote:
... and possibly an origin story, ...

Origin story = history. It's one of the Auto Reject rules (Number 3) of the judges as it forces campaign history on the GM etc etc. Do not include history in your items.

The method I am trying this year is somewhat different.

Step 1: Choose an item that promotes strong reactions or images.

I want to have a strong core item that is not a regularly seen item (i.e. its not a hat, scarf, jewelry, boots, cloak, etc.) - something to grab the reader,

Step 2: Cinematic visual. I want the item to have a strong game cinematic. Up to now, my items have been very functional/game rule/game balanced solid and BORING.

Step 3: Only now, with the cinematic and base item set, do I look to game mechanics.

The name - it "hopefully" falls out at some point during these 3 steps, if not, it's usually the last thing and I try to choose a name reflective of the item and the visual. Don't forget, I am KING of bad names, so this may not be the best thing to follow .:D

I don't know if this method is going to improve my work, but the feedback on my current front runner item does lend it some credence as a reasonable method.

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Anthony Adam wrote:
Orcus Of Undeath wrote:
... and possibly an origin story, ...

Origin story = history. It's one of the Auto Reject rules (Number 3) of the judges as it forces campaign history on the GM etc etc. Do not include history in your items.

The method I am trying this year is somewhat different.

Step 1: Choose an item that promotes strong reactions or images.

I want to have a strong core item that is not a regularly seen item (i.e. its not a hat, scarf, jewelry, boots, cloak, etc.) - something to grab the reader,

Step 2: Cinematic visual. I want the item to have a strong game cinematic. Up to now, my items have been very functional/game rule/game balanced solid and BORING.

Step 3: Only now, with the cinematic and base item set, do I look to game mechanics.

The name - it "hopefully" falls out at some point during these 3 steps, if not, it's usually the last thing and I try to choose a name reflective of the item and the visual. Don't forget, I am KING of bad names, so this may not be the best thing to follow .:D

I don't know if this method is going to improve my work, but the feedback on my current front runner item does lend it some credence as a reasonable method.

I don't actually write the story into the item, as you could have seen from my previous items. I just think one out in such a way that would help me round up the mechanics. You know, to help me make an item that would make sense in the game world.

As for your step one, I do the same thing. This year I've got something I don't think ever was made into an item (at least in such a way)

Jacob W. Michaels wrote:

Man, I forgot how confusing it was having other Jacobs with my avatar. I'm like, "I don't remember posting that..." Curaigh, definitely promote yourself more.

Orcus, I think it really comes down to your personal preference. I tend to struggle with names -- they're almost always the last thing I'll come up with and involve a lot of work for me to get something I'm happy with. That's true with almost everything I do game-wise, from magic items to NPCs. I think if that method works for you, though, keep using it. If you think you've got a cool name (and that's a key start, don't downplay your name!), start trying different things to see what works best. There's no reason you can't do four or five different versions of the item, each with different powers, and keep refining it.

For me, I can't really say I have a method. My ideas just kind of come to me. Sometimes I start with the base item, sometimes with an idea of what I want it to do, then fill in the mechanics as I go. Often times the base spell is the next-to-last thing I'll do as I look for something that fits perfectly. I spend a lot of time searching the spell lists in various books in the PRD with different search terms to make sure I'm covering my bases.

I really think that naming one of my strongest points, so that's where I start usually.

As far as spells go, recently I've been doing the same as you. Digging and digging, because I've really overused Limited Wish by now XD

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Wow, sorry for the horrible grammar, I just woke up from a flu-induced hibernation period.

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I start with a little movie in my head. Just let my imagination wander. Could be an existing film scene or a scene I constructed in my head from a book or even something that just pops in. I then come up with a name and then mechanically describing what I imagined.

Then I go back over it to see if the name fits.

OK...between this post (9am PST) and 9:30am PST I will come up with an item. No thoughts before hand. Just a sweet 8 hour slumber.

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Right caught up with the thread.

So we are challenging ourselves.

30 minutes is it.

Ok, after 30 minutes, my mind was obviously into "vanity item mode" - a truly pointless wondrous item for you all to enjoy... :D

109 words - which I am sure could be polished a little lower!

Faithful Hand
Aura faint universal; CL 1st
Slot none; Price 200 gp; Weight 1 lb.
Description
This thin cane of ebony has been carved to taper to a point from the clenched fist shaped handle.

This item grants the owner an invigorating back scratch once per day, as the hand unfurls and flexes it's fingers. The shaft rising up and over the owner, to insert itself between clothing and bare back. The hand will then proceed to scratch and massage away all of the aches and pains of the adventuring day, unerringly finding all the most effective points to scratch.
Construction
Requirements Craft Wondrous Item, prestidigitation; Cost 100 gp

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Actually - that's more like 10 minutes - I couldn't think of an item for 20 of the 30, so please excuse the "will" and other obvious non polished words. >.<

Ugh! That first sentence of the second para is completely naff. The second is slightly better and as for the third, I'll just go jump off the bridge now.

Still, that's what we get for a brain dump item I suppose.

It was kind of interesting though, a wondrous item that actually doesn't do anything!

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