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1 person marked this as a favorite. |

Steven, I'd like very much to hear what you think about raven leather.
My new friend, I dunno what to say about raven leather. I think it's imaginative, and has fantastic mojo and cinema. Light armor needs more options.
Now to be sure, adding flying to a weapon or armor isn't the most unique thing in the world. The price seems high, and as Mark mentioned, the armor component is a minor factor compares to the visible magical effects. I'm not persuaded that's intrinsically bad design, but it's a criticism you could easily avoid with tighter design and an armor quality related to the raven theme. Maybe creeping, putrid, or shadow.
Yours is a great example of looking carfully at the Round One judges' feedback. Your item was in my personal Top 32 (which consisted of 27 items), so while my feedback might help you in terms of mojo and combating voter fatigue, keep in mind that your judges have different tastes and one of them is a seasoned developer. Be sure to digest every comment they made.

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Jacob W. Michaels 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 |

Mark Griffin RPG Superstar Season 9 Top 8 , Dedicated Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Mark D Griffin |

Out of curiosity, why touch injection and not telekinesis? The item calls to mind the violent thrust capabilities of that spell.
First off Steve, thanks for the critique, I appreciate you taking the time to think about my item.
I went with touch injection over telekinesis for 2 reasons. First touch injection is an alchemist spell, and I wanted at least 1 of those on the shield. Secondly, and more importantly, the idea was not that the alchemical weapon is simply loaded and launched from back to front, but that once loaded the weapon is dispersed and infuses the shield lending it properties of the weapon. When struck the shield explodes causing the infused weapon to be sprayed outwards. I guess that could have been made clearer in the text of the item, I'm not sure if that would help you feel the shield was more magical and less mechanical. That is why I mention the shield having minor cosmetic changes relating to the weapon, but I could have said more.
Several people have mentioned it might be cooler if the shield had a face where weapons were loaded into the mouth and then sprayed out like a breath weapon (or even just sprayed out magically). This was brought up by a friend while the item was being developed, and perhaps that would make the item more cinematic, but I feel like I've seen a million magical shields with faces. I thought it was more interesting and even original to have a shield that exploded, and I thought it fit better with the alchemist theme. Ultimately this item was made with my wife's gnomish alchemist in mind who is the kind of character who blows up everything, so it was never going to do anything other than explode.

Jaragil Marathon Voter Season 8 |
1 person marked this as a favorite. |


Feros Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9 |

Page 11:
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Feros Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9 |

22) Courtier’s Solitaire:
Nice visuals all around and they help to alleviate the fact that the first paragraph is nothing more than static skill bonuses, which can be a touch boring. The second paragraph gets better, although that is one powerful ability and annoys the GM in me, because it makes staging ambushes that much more difficult. Personally I wish it'd require activation to scan the surroundings, at least the detect concealed foes part of it. Detecting lies I don't mind being constantly active. I also get the sense that this should be more expensive with such a huge array of abilities. All in all I like this item, I'm just not wowed by it. It came rather close to being on my keeper list, just because I really like the visuals and the general idea behind it.
Thanks for the input Jaragil!

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Andrew Hoskins wrote:Manticore Fist
Aura moderate conjuration; CL 7th
Slot hands; Price 11,005 gp; Weight 2 lbs.
Description
A dozen 1 inch long blackened spikes protrude from this heavy metallic gauntlet. When squeezed tightly, this +1 adamantine spiked gauntlet can fire off one of its spikes at a target as a ranged attack with a range increment of 10 feet. When fired from the gauntlet, the spikes increase to a length of 6 inches. Because the gauntlet regenerates spikes instantly, creatures capable of making iterative attacks may make as many attacks as they are capable of as a full-round action, or a single attack as a standard action. Spikes fired in this way deal 1d4+1 points of piercing damage and count as adamantine. In addition to ranged weapons, the spikes may also be used in a variety of ways including pitons, door stops, tent spikes, and very large nails. However, all spikes fired from the gauntlet disintegrate into dust after 1 hour, on a missed attack, or when removed from their target.
As a full-round action, the wielder may fire a volley of several dozen spikes in a 15 foot cone dealing 5d4+5 points of damage to all creatures in the area, who may make a Reflex save (DC 16) for half damage. Using this ability halts the gauntlet’s ability to regenerate spikes for 1 hour. Two manticore fists may be used at the same time to fire two different 15 foot cones with the same full-round action; creatures in any area of overlap make one Reflex save against both cone attacks.
The damage listed is for a medium sized manticore fist; adjust all damage dice accordingly for different sized manticore fists.
Construction
Requirements Craft Magic Arms and Armor, abundant ammunition or minor creation; Cost 7,005 gp*Given the cost of adamantine, everything on this weapon other than the +1 is being costed the same as a +1 equivalent. The ability to become ranged is already worth more than that (since just throwing is a +1)
*It really gets problematic in the final sentence, which seems to imply that everything, including the AoE, goes up with size increases and with added effects like greater magic weapon. This could increase the AoE from two gauntlets to something like 30d6+50 in the extreme case, which is like night and day when compared to the basic version.
Thanks for the critique, Mark!
I did play around quite a bit the cost, and it might still be on the low side. I ways thought of the ability to shoot spikes as just thematic, and not as a throwing type property. Good call.
For the size increase, I suppose I wanted to keep that spike-shooting element interesting even when used in conjunction with enlarge person or the war priest's ability to increase damage dice. Even so, I'm not seeing how a PC could get more than 10d6+10 with enlarge person and 10d6+50 with a CL 20 greater magic weapon. At that caster level, the damage seems to scale appropriately. Most CR 18-23 creatures would sort of shrug at an average of 85 damage.
Could you tell me how to got to 30d6?

Garrett Guillotte Star Voter Season 6, Dedicated Voter Season 7, Star Voter Season 8 |
1 person marked this as a favorite. |
Lady Firedove wrote:I'd love your feedback, Steven, if you have the time!... first, remember that books of magic items don't include Golarion-specific material. Dancing chain is one thing, Varisian dancing chain is world-specific, and something you should avoid in the contest.
Past years' FAQs explicitly allowed Golarion-specific material (with the caveat that it's not a great idea). I just noticed this year's FAQ doesn't mention this (or that Paizo owns submissions, either).

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My item. I don't think they post the top 100 yet, so I don't know if I landed in top 100 or below. I did see it listed as a top 32 item of one poster, but obviously I needed more than one person to like the item.
Rod of Brilliant Steps
Aura moderate transmutation; CL 5th
Slot none; Price 34,700 gp; Weight 4 lbs.
Description
This crystalline rod functions as a +1 light mace. The possessor and their gear are always clean as if by prestidigitation.
While held in hand more powers become available for use. Your every footstep leaves a soft silvery glow for one round equivalent in brightness to a torch, but it creates no heat and doesn't use oxygen. You may walk over liquids such as lava, quicksand, or water; difficult terrain such as ice, rubble, or tall grass; and vapors such as clouds, fog including magical fog, and mist. A column of force supports your weight under each foot and requires no Acrobatics checks to keep your balance. You may not run or take the charge action while holding the rod. You gain the ability to take 5-foot steps over these surfaces. The wearer is protected from temperature extremes of the surface (such as hot vapor or lava) and immune to harmful vapors including from spells such as cloudkill.
Construction
Requirements Craft Rod, alter self, feather step, lily pad stride; Cost 17,350 gp

quillblade Star Voter Season 8 |

Sightstealer Rapier
Good: Great thematic, solid concept that isn't overblown, well-written and mostly clear about the mechanics.
Bad: Will save is rather low. (But that's unfortunately the case with many published items, too.) Also, does the effect continue even if the target creature is dead?Overall: I must say, as a player of many and varied types of rogues, I would take the sightstealer rapier over a more generic "dagger of backstabbing or poison" any day. Being able to steal an enemy's sight and see in the dark? Kick-ass. As it stands, there is a narrow window between when a player could afford it and when the DC 13 becomes trivial. A passive power related to the theme could have helped a lot.
Also, we're not ripping out eyeballs here, just (temporarily) mimicking the target's sensory capacities while depriving him/her/it of them. No eye-stabbing is even required. I didn't really find this squicky ;)

N. Edward Lange RPG Superstar 2012 Top 32 , Star Voter Season 6, Star Voter Season 8 aka nate lange |

Thanks for the review Feros!
Steven Helt, if you get to it I'd love a review of Spelldrinker (the potential abuse by masochistic munchkin magi has already been pointed out, but any other feedback would be great). Thanks!

Phil Greeley/Rochandil Calenlad Dedicated Voter Season 8 |

Hi Steven,
I, too, would appreciate your feedback on my item. Thanks!
Here's mine, warts and all...Yes, I neglected to use the bold tags when I posted, so I'll do the same now ;)
The Pen of Mirado
Aura Strong Divination and Evocation; CL 12th
Slot None; Price 20,010 gp; Weight --Description
Mirado was a bard and scribe known for his careful use of wit and invective in defeating his foes, whether verbally, in writing, or otherwise. His pen was as sharp as his tongue, and never far from his grasp.The pen of Mirado is a slender stylus of ebony, chased with brass; it is a functional writing instrument. When used in combat, it is considered a +1 weapon that deals 1d2 points of damage on a successful hit (20/x2 critical, piercing). The wielder, upon making a successful DC 25 Bardic Knowledge check about his opponent, can then use the pen to strike once, as a full attack action, as if the pen were a greatsword. The strike is at +5 to the attack roll, and automatically scores a critical hit if successful; x3 if the roll is a natural 19 or 20. This strike ignores damage reduction of any sort, as well as fortification. Further, the pen is considered a bludgeoning, piercing, or slashing weapon for this attack. Only corporeal creatures can be struck.
The wielder can attempt his Bardic Knowledge check once per round as a swift action at the beginning of his turn. If he fails, the DC increases by 2, until five attempts are made against a given opponent. A successful check decreases the DC by 2 for a subsequent check. A maximum of five successful attacks can be made per opponent. A given opponent can be subject to these attacks only once every 24 hours.
Construction
Requirements Craft Wondrous Item, Craft Magic Arms and Armor, Critical Focus, Legend Lore, Shatter; Cost 10,005 gp

Feros Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9 |

Page 13:
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Page 14
...and with that, I'm caught up! :)
I'll keep doing reviews as new items come up as it fits in.

mplindustries Marathon Voter Season 8 |

You made a throwing weapon whose special power is resolved exactly as though it had been thrown. The only difference is that when you use the blast ability (which you can apparently do as much as you want every day), you still have it in your hand. So... kind of like if you added returning to it, or had it on a blinkback belt.
So, mechanically, you didn't actually even design a new magic weapon. You just took something that already existed and described a different visual.
Sort of, yeah. You make it sound like a bad thing which, is, well, exactly why it lost. The purpose was to make throwing a viable build option. To that end, it's basically a weapon with an integral slotless Blinkback Belt (it's even priced that way) with, I thought a cool visual. But the true point was to make throwing not suck. That's not what people wanted out of this contest. My taste in items is not what the contest was looking for.
I voted this up a couple of times, and down a couple of times. Really, the only thing that strongly distinguishes this from a +1 distance returning shock throwing axe is the visuals.
I don't want to look like I'm in "defensive mode" or anything--I fully accept the loss with no ill will or anything, but, no, the major difference is that this weapon can make full attacks and Returning is a worthless weapon property.
Mechanically, you might be able to make iterative attacks with it, which would be a plus, but isn't spelled out. "As if the weapon itself had been thrown" is a lot of interpretive burden to place on the GM.
Yeah, other than apparently being boring, this is also where I think I blew it--lots of people I spoke to didn't have any clue how it worked. I tried to make it really simple, but the simplicity caused confusion. Every time I tried to spell it out, it came across awkwardly, so, I cut it down.
As for that potentially offensive bit, well, damn. I have never heard anything about tomahawks being weapon made by white people--I just thought it was a term for the Powhatan's handaxes that expanded to just mean an Amerindian flavored hand axe. Hmm, is it better that I didn't know that, or worse? Is that stuff about white people inventing it really even true? I'm having trouble finding sources for that.
I don’t think this is a bad item. I think it is just a little bland. The visual of the screaming crow is cool but other than the visual this is just a +1 distance shock throwing axe that can launch a blast of power that is only a slight step above the returning ability. Since the CL is 9 and call lightning or lightning bolt are used in the creation, why not expand on the storm theme?
Expanding it would have, in my mind, watered down the point (make throwing weapons viable) and added too much to the cost, making it impractical for real use. You'll see when I start posting more critiques how important I think usability and practicality are.
*The crow ability, its only ability, is just a strictly superior returning
*Also, the weapon costs less than +1 distance shock returning.
I can't really argue with that, no, I just never considered looking at it from that angle. It's priced as a +1 distance shock weapon plus a slotless Blinkback Belt.
Personally, I think the Returning property is kind of awful, so, I wasn't worried, but that is a very good point as to why I got culled.
The visual is great, although I don’t generally associate crows with lightning. My problem is the blast. If it is available every round and is the same as a normal attack, why bother with a normal throwing attack?
Well, you wouldn't. It basically just lets you make full throwing attack with a cool visual added in. Stormcrows are from Amerindian myth, which I guess is not a common association for many people.
Thank you, everyone for the comments, though. Like I said, I think I'm a better critic than author after all.

Raynulf Star Voter Season 8 |

Brief hiatus from reviewing aside (to run my Pathfinder game): Page 6!
PEN OF MIRADO: "Pen mightier than sword" item. With a lot of warts.
* Wait. It is a wondrous item with weapon properties. It even requires Craft Wondrous Item…. I guess you missed the memo by Mark about "Do not submit a wondrous item, including those in disguise".
* Bardic Knowledge check? Pathfinder CRB was published over 5 years ago now, and the Bard class mechanics are freely available on the SRD. Sorry, but using mechanics from a different game is grounds for automatic disqualification (refer bullet point #4 from the "Disqualification" section of the Round 1 rules).
Even assuming this was a legitimate contest entry
* It's mechanically cumbersome and decidedly over the top; Automatic critical hit (not threat), with a x3 multiplier on a 19-20? Ignoring all DR and fortification? And counts as all S/B/P?
* There is a limit of 5 attacks per opponent, but most characters won't need more than five auto-crits on a single target.
* It's a single attack as a full-round action, but bards (who are the only person who could use it) have rogue BAB so aren't missing too much from this. And it auto-crits.
* Bards aren't proficient in greatswords. Making it questionable whether the "strike as greatsword" would incur non-proficiency penalties.
* If this were a rapier that transformed into a stylus or quill, with a bunch of weapon powers related to writing, ink, or literature, that was actually compatible with Pathfinder? That would have been much, much better. Maybe next time.
MOTHERLY LOVE: Disclaimer: My item, but I felt some hindsight commentary was worthwhile
* I tend to play in games where the player/GM relationship is more collaborative than competitive, and where such drawbacks tend to be roleplay devices, rather than exploitable weaknesses in combat. In hindsight, a lot of groups don't play this way, and that would cast the item in a very, very different light.
* And… yes. Looking at it more carefully, the way the situational bane is written is far more than a +1 bonus and thus underpriced. What I should have done with that is make it the limited to one enemy at a time; likely the first enemy to damage the wielder, until it is dead, defeated, fled (it, not the wielder) or 24 hours have passed.
* I was originally toying with something like it singing a lullaby to help the wielder sleep at night…. but switched to the long term care to try and keep the cost down and avoid a SiaC item. In hindsight, it really did need some oomph in the unique ability department.
* Regarding the requirement: Technically, it is a curse (according to the Cursed Item section of the CRB). But then, so is every item which causes an involuntary cosmetic change on the wielder; these kind of effects aren't present in the main magic item rules, only the cursed item section. It's… weird and usually ignored, but that's just how the CRB is written.
* And yes, the "Mother" requirement was heavy handed (though I personally found it entertaining that so many people considered this far creepier than the myriad of blood-eating, soul-ripping, corpse-exploding items that crop up :P). A more subtle approach would be to have an activated power with the command word being "mother" in the language of the individual whose hair was used.
* Live and learn. This was my first RPGSS experience, and it's been an educational one :)
AXLE OF SKY AND STORM: Autospear, TRANSFORM! Honestly, this would be better as a wondrous item, given that a chariot isn't a weapon and introduces a myriad of questions that a 300 word count can't answer (e.g. how much can it carry? How many people? It's primary use will actually be travel, so this question will be asked and Ultimate Combat doesn't give answers). Also, a medium chariot only uses 1 large sized creature to pull it; you listed a pair of bull-thingies.
EREMITE ROD: Cool concept, but the mechanics need a serious overhaul IMO =/
* Also; Pathfinder removed most weapon effects that deal ability score damage; e.g. wounding was a Con-damage property that they changed to bleed damage instead. Considering that, I doubt ability score damaging items are something they want.
* What action is it to use the rod? Free or swift?
* 3/day it adds a Fort save or 1d4 bleed (see below) plus howling agony (sans damage penalty & escape clause) with another spell. Howling agony normally has 1 target/level, close range and a duration of 1 round/level, with an escape clause of allowing the target to take a move action to remove the penalties for the rest of its turn. This means you can add it to a fireball for dramatically longer range and more targets. Combined with the action economy this is startlingly powerful.
* This currently reads like the intent is to have an indefinite duration like the monster ability or Bleeding Critical. Spells that deal bleed damage, however, typically have a duration; see deadly finale, lipstitch, brow gasher, touch of bloodletting etc. I would strongly recommend the item have a duration on the bleed effect, akin to the listed spells, as costing for an indefinite duration would need to be high, especially given the ability to attach it to enlarged long range spells.
* Going purely by existing mechanics, this item functions as 3/day quickened howling agony with benefits, plus weapon abilities. The problem is that pricing wise, that gets a bit insane; A +4 weapon = 32,000gp, and 3/day quickened howling agony = 109,200gp... Which I personally think is crazily overpriced given what it does, but action discounts are super expensive in Pathfinder.
* I think the item concept has a lot of coolness to it, and I can think of characters who would love this kind of thing… but mechanically it needs a lot of work: I'd recommend scrapping the weapon functionality or toning it back; Ditching the crit ability; Ditching the bleed and adding a pain effect with a limited duration (Rod of metamagic pain?) that would synergize more with casting damaging spells (which is what triggers it)… say reduced speed, -2 saves and attack?
HAMMER OF BESTING: Too simple, too cheap, too powerful. Sorry.
* It's a +2 Warhammer (8,312gp) with 3/day spell resistance with a twist and massive duration.
* Will start being seen in games around 12th level, where 20HD+ creatures are common enough, giving SR around 32 early on (CL20), and up to 47 (CL35) later. Allowing for Extend spell to get the duration up (1 min/level -> 60 minutes), this is then a 3/day CL20 6th level spell as a minimum, with a price tag of 144,000gp. Plus extra costs for the scaling and Will saves (a +32 bonus to Will saves is insane. Just saying.).
* Honestly… you need to look more carefully at magic item creation rules before next year.
EPHEMERAL STAFF: Poor spell choice: 1 druid spell, 2 sor/wiz spells, making faerie fire a waste. Interesting concept, but comes across as a permanent mini-see invisibility (which should be more expensive) and mini-ghost touch weapon, and the spells don't entirely gel with the ethereal theme (especially faerie fire).
STAFF OF THE AURABOROS: I advise against item names that are puns. Spells add up to 23,200gp (the craft staff formula is for the cost not price. I know this is backwards and needlessly confusing… but that's how it is written). Who is this staff for? Clerics can't cast arcane sight and Sor/Wiz can't cast imbue with aura. Aura mechanics are very fluffy and likely to pause games for debate/argument/arbitration a lot.
STAFF OF THE TWINNED PATH: There's some discussion in here.
* A magic staff is not a quarterstaff unless the item specifically states it. So the Wand Wielder arcana would allow a Magus to use spell combat with a non-weaponized magic staff in their off hand with Spell Combat, but cannot Spell Combat with a quarterstaff unless they also take the Staff Magus archetype because it is not a one-handed weapon.
* If a magus takes both the requisite archetype and arcana, they can then use the staff as a one handed weapon, and theoretically cast a spell from it as part of spell combat without provoking any attacks of opportunity due to it being a spell trigger. This is pretty niche, even for a magus, given that one of their usual big tricks is using their weapon's critical range for spellstrike.
* A Bloodrager would use this as a boomstick and then likely get out a better weapon for the melee, given they're a martial weapon, full BAB class. If it were some other form of weapon, they might hang on to it. But that's a matter of choice and style statement really.
* That discussion aside: Spell cost is 20,000gp with a SAK of handle combat buffs and damaging spells, 4600gp for the weapon enhancements, leaving 2000gp for an immediate action extra attack each round (in addition to any granted by haste and thus superior and stacking with speed, and even applies to AO's), and the ability to not need to take the magus arcana Wand Wielder (call it a feat, 5000gp)…. If this is intended to allow Magus to do TWF with the staff and spell combat, I'd suggest that is not only vastly overpowered for the cost, but against the intent of Paizo with the class.
* Given that the speed property is a +3 bonus and not as good as what this staff does, I'd suggest it is dramatically undercosted.
* In summary: I'm not entirely sold on the abilities vs the theme. It's a SAK combat stick for arcane-martial hybrid, which (intentionally or no) dabbles in some very messy mechanics (which aren't your fault, I should point out).
CUIRASS OF DISTORTION: A lamellar cuirass is an armor piece, from the Piecemeal Armor variant rules (Ultimate Combat, p198). Given this is a variant rule (like Armor as Damage Reduction) it is incredibly niche, assuming it is still a valid armor for the purpose of the contest. You should also reference the source. As for the properties: It reads like a vastly superior cloak of displacement (24,000gp alone) where missed attacks hit the attacker, coupled with a 3/day immediate action dimension door, putting it as vastly underpriced, in my opinion.
ENERGIZING BREASTPLATE: There are no 1/encounter rules in Pathfinder, that's a 4th ed thing. At present, you could easily squeeze a half dozen uses of the item per day, and that is how it should be priced. I'm also unclear as to why it can stop 9th level spells, but not 1st or 2nd? The simulacrum (why not use the spell?) mechanics are extremely clunky =/

RJGrady |

As for that potentially offensive bit, well, damn. I have never heard anything about tomahawks being weapon made by white people--I just thought it was a term for the Powhatan's handaxes that expanded to just mean an Amerindian flavored hand axe. Hmm, is it better that I didn't know that, or worse? Is that stuff about white people inventing it really even true? I'm having trouble finding sources for that.
This is a breezy history but hits the high points:
Essentially, decorative and tool use metal heads were manufactured in mass in Europe for trade purposes. As these were superior in virtually every respect to bone or stone heads, the metal axes became the standard form of the tomahawk by the 19th century. The name raises questions in my mind. Why it is a tomahawk? Will it be wielded by some sort of noble savage of Golarion? By a ranger? Is there some reason to call a metal axe a tomahawk, specifically, and not just an axe? etc.

Jeremy Corff Marathon Voter Season 7, Star Voter Season 8, Marathon Voter Season 9 |

Huge thanks to Raynulf, Blitterbug, Lorathorn, and Jaragil for the critiques! Now if I could only figure out a way to get this kind of feedback before submitting next year...
Steven Helt, if you have a chance I'd love you hear your thoughts on Springheart

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Isaac Volynskiy RPG Superstar Season 9 Top 16 , Dedicated Voter Season 8, Marathon Voter Season 9 aka Petty Alchemy |

Stuff about fixing throwing weapons
As I mentioned in another topic, I agree with the sentiment. I also want throwing weapons to be good. This also extends to the Ring of the Medic, which wants the Heal skill to be useful (though that one was pretty well received I think). I also want skills to be more useful.
The thing is, items in general/RPGSS specifically isn't the place to be patching the game.
Edit2: Why not patch via items? Because then the item becomes a necessary part of the fighting style. This is part of the reason I really didn't like Agile, it became about having the right magic weapon to be viable in your combat style. I like items to enhance and expand on capabilities, but not to be vital backbones.
Edit: Thanks for the critique, quillblade! Yeah, the DC is low, but that's just how the calculations for magic items work, I was surprised as well, but it explained a lot of existing items to me. As for the squick, there's something very sharp coming out of the iris of the eye. Eye Squick / TV Tropes double warning.

x93edwards Star Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 |

Hroderich Gottfrei |

Ring of the Champion
Aura Moderate Enchantment; CL 9th
Slot Ring; Price 15,400 gp; Weight -
Description
This simple Elysian Bronze ring, originally forged for Nyle the Champion from the blade of a Titan he slew, is a testament to the warrior spirit. It grants its wearer a constant +1 morale bonus on attack rolls and against fear affects. While the wearer of this ring is subject to an enemy's Challenge ability (such as by a Cavalier) he gains a +3 morale bonus on attack and damage rolls against this opponent; this bonus replaces and does not stack with the constant morale bonus to attack rolls that the ring grants. Similarly, if the wearer himself uses the Challenge ability, he may add this bonus against the target of his challenge. In addition, once per day the wearer may as an immediate action double all morale bonuses effecting him for a single roll, save, or check. However, all of this power comes with a cost; the wearer may never flee from battle nor take a withdraw action in melee. If he does so, he immediately incurs the penalties of the Lesser Geas spell (-2 to all ability scores) as if 24 hours had passed. This penalty increases by 2 every 24 hours (to a maximum penalty of -8) until: he fights the enemy he fled from; he attacks another foe whose hit dice are greater than or equal to his own; or until one week passes, whichever comes first. If the Ring of the Champion is removed while the penalty for fleeing is incurred, the penalty remains for one week but does not increase.
Construction
Requirements Forge Ring, Bless, Wrath, Moment of Greatness, Lesser Geas; Cost 7,700 gp

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Raynulf Star Voter Season 8 |

CUIRASS OF DISTORTION: A lamellar cuirass is an armor piece, from the Piecemeal Armor variant rules (Ultimate Combat, p198). Given this is a variant rule (like Armor as Damage Reduction) it is incredibly niche, assuming it is still a valid armor for the purpose of the contest. You should also reference the source. As for the properties: It reads like a vastly superior cloak of displacement (24,000gp alone) where missed attacks hit the attacker, coupled with a 3/day immediate action dimension door, putting it as vastly underpriced, in my opinion.
Subsequent to posting this, I found it Ultimate Equipment as standalone armor. I stand corrected on that point.

Mike Alchus Star Voter Season 8, Dedicated Voter Season 9 |

Steven, any feedback on my entry for this year would be greatly appreciated!
I saw a few posts of ppl that just dismissed tech-based items all together, but I would certainly love some critique that goes beyond that. Thanks!
Tormentor
Aura moderate necromancy and enchantment; CL 7th
Slot none; Price 47,300 gp; Weight 7 lbs.
Description
A terrifying weapon to behold, this chainsaw’s (Technology Guide) 2-foot-long blade extends from a large black rock carved into the shape of an octopoid creature, it’s tentacles oozing a black oily ichor. The blade itself is surrounded by teeth that seem to have been attached haphazardly. The weapon’s handles are scorched bones protruding from the blade’s base.When this +2 chainsaw is activated, the teeth surrounding the blade spin blindingly fast producing an unnerving sound akin to that of people screaming in terror. Anyone within 30’ of the wielder who hears this must make a DC 16 Will save or become shaken until the chainsaw is turned off (the wielder is immune to this effect). Once per day as a swift action, the wielder may designate a target within sight to be the victim of Tormentor’s madness, invading their mind so that the wielder appears as an unfathomable mass of demonic eyes and razor sharp teeth. The first time this target is struck by Tormentor they must make a DC 16 Will save. A successful save causes the victim to become frightened until the wielder’s next turn, while a failed save causes the victim to temporarily (1d4 rounds) descend into insanity, becoming panicked. While in this panicked state, Tormentor causes an additional 2d6 of non-lethal damage per hit.
Tormentor can be activated up to 10 times before it has been drained for the day. It recharges each night at midnight.
Construction
Requirements Craft Magic Arms and Armor, crushing despair, fear; Cost 23,650 gp

Mike Alchus Star Voter Season 8, Dedicated Voter Season 9 |

Mark, thanks for the feedback, your time is very much apprecaited. Hindsight, I can certainly see the issue with the friendly fire. When you mention does not follow the rules correctly, would you be able to give me a brief example how it does not?
Thanks again!
*Price/Cost don't match
*Does not follow the rules correctly
*Major friendly fire on the shaken
*Sentence starting with "While...

Andrew Black RPG Superstar 2008 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Star Voter Season 9 aka MythrilDragon |

I have a number of ideas for editing this, that I of course only thought up after I had submitted it. :) I hope to get some critiques in for others' items soon.
Honeycomb Cuirass
Aura moderate transmutation; CL 11th
Slot armor; Price 13,950 gp; Weight 30 lbs.
Description
These sweet-smelling layers of honeycomb and beehive husks fit around the wearer’s torso. They have been magically toughened to function as a +1 breastplate that contains no metal and can be worn by druids.
Always sticky with honey, this armor grants the wearer a +2 enhancement bonus on combat maneuver checks made to disarm, grapple, reposition, steal, or trip when the wearer uses an unarmed strike or natural weapon to attempt the maneuver.
Once per day when the wearer is hit with a melee attack, they can command the armor to ooze a viscous layer of honey as an immediate action. This does not mitigate the attack, but the opponent’s weapon becomes stuck in the honey. If the attack is made with an unarmed strike or natural weapon, or if the opponent refuses to release their weapon, the attacker gains the grappled condition, but the wearer does not. Only one weapon at a time can become stuck this way.
The honey lasts for 11 rounds, or until the opponent frees their weapon as a standard action with a DC 19 Strength check or Escape Artist check. The honey can also be dissolved by universal solvent.
Construction
Requirements Craft Magic Arms and Armor, blade snare (Pathfinder Campaign Setting: Inner Sea Gods), bull’s strength, ironwood, creator must have at least 1 rank in Profession (beekeeper); Cost 7,175 gp
I had mixed feelings about this one. I really liked the idea of honeycomb armor for druids and I sorta digged the sticky honey effect. I just didn't like the way the honey effect worked. When I think of sticky honey I think of it being fluid and getting all over stuff, it's easy to pull away from but some of it comes with you. So getting stuck to the armor in combat just didn't work for me. I think I would have liked it a lot more had the honey effect been sort of like a grease that got all over everything creating a sticky situation either in the environment or on the opponents.

lair-master Dedicated Voter Season 8 |

So if you specifically want me to critique your item, say so here and I'll try to get to it.
If you have time, Steven, I would like a critique of my item, Mummer's Slapstick.

Andrew Black RPG Superstar 2008 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Star Voter Season 9 aka MythrilDragon |

This had link's I'm not bothering to restore
Deadeye’s Shepherd
Aura moderate transmutation, minor conjuration; CL 9th
Slot none; Price 69,400 gp; Weight 3 lbs.
Description
Naturally curved, thick spiraling ram’s horn forms the limbs of this +2 adaptive composite longbow, creating a recurve and concealing the wheels within the rack. Pictographs of bighorn rams locked in combat are painted along the arrow rest and sight window.As a full round action, the bow may fire a blunted arrow that performs a Bull Rush maneuver using the archer’s CMB +2 instead of dealing damage. Unless firing while in melee range, this action does not provoke an attack of opportunity; the arrow is otherwise treated as though it was the archer making the combat maneuver.
Once per day the bow can summon a large sized bighorn ram (use the stats of a megaloceros) that willingly serves the archer as though it were a war trained mount. The bighorn ram will remain summoned for 9 hours.
If the wielder has a ring of the ram the ranged bullrush attack deals normal damage and charges can be spent to increase CMB on a Bull Rush by a +1 and deal +1d6 bludgeoning damage when using the deadeye’s shepherd. As a swift action, the wielder may elect to spend a charge from the ring to have the deadeye’s shepherd function as a +2 club of impact for one minute.
Construction
Requirements Craft Magic Arms and Armor, bull’s strength, lead blades, mount, righteous might, telekinesis, warp wood; Cost 34,900 gp
I have to be honest and say I was not a fan of this one and didn't vote for it very often. First I was put off by the description which felt more like a modern compound bow than a fantasy composite bow. Wheels in the rack & sight window broke the genera for me. I know that it might work in some games, especially ones using the technology book or that have a steampunk flair to them but I like my Pathfinder game more traditional fantasy so I was not as keen on this items description. I was also not a fan of the the summon power which felt more like "let's give the warrior access to another classes role in the game" rather than "lets make a bow that allows the archer be super cool at the game table." I did however like the name, the bow just didn't live up to it IMO.

Andrew Black RPG Superstar 2008 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Star Voter Season 9 aka MythrilDragon |

If I put this in one of my campaigns, I'd design different effects for different creature types (and probably make up new ones on the fly for exotic teeth), but I forced myself to keep it simple. Thanks for any comments!
Rod of Ghost Teeth
Aura moderate necromancy; CL 9th
Slot none; Price 10,000 gp; Weight 4 lbs.
Description
The surface of this ivory rod is covered with small rounded points, nearly sharp enough to pierce skin. When touched to the tooth of a dead creature, the rod may be commanded to draw out and store within itself one tooth, along with a small amount of residual spiritual energy. Only one tooth may be extracted from any creature, and up to ten teeth may be stored within the rod at a time.As a standard action, the wielder may fire up to five teeth from the rod as ghostly missiles which scream "Beware!" in the language of their former owners (or make equivalent animal noises) as they streak through the air. Each missile strikes a single target creature unerringly as long as it has less than total cover or total concealment. You must designate targets before you check for spell resistance or roll damage. No more than ten teeth may be fired per day, although these may be split up among multiple actions.
A ghostly missile strikes for 1d4 points of force damage, +1 for each size category of the former owner above Small (1d4+1 for Medium, 1d4+2 for Large, etc.).
Once per day, the wielder may call out a tooth to orbit his head like a ghostly ioun stone for 30 minutes. During this time he may speak and understand the language (if any) of the tooth's former owner. The tooth vanishes after this use. The wielder may also remove any of the teeth for other purposes, but these have no magical properties and cannot be returned to the rod.
Construction
Requirements Craft Rod, lesser animate dead, magic missile, tongues; Cost 5,000 gp
I had mixed feelings about this one when I saw it come up in the voting window. The name was a bit weird for me...I don't think about Ghosts having teeth since they are incorporeal. I liked the force missile idea of shooting teeth at your enemies but I wasn't sure why they screamed "Beware!." If that had been accompanied by some kind of fear effect then it would have made more sense. I was also not a fan of the different sized teeth doing different damage, just makes for more book keeping and possibilities of arguments over which sized teeth are left. The last ioun stone power feels tacked on and I real don't think the item needed it. So I liked the creativity behind this one, but not the execution.

Andrew Black RPG Superstar 2008 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Star Voter Season 9 aka MythrilDragon |

Grandmaster's Plate
Aura strong conjuration; CL 15th
Slot armor; Price 45,650 gp; Weight 50lbs.
Description
This +3 full plate is covered in a black and white checkered pattern and is adorned with iconography of various games of strategy. Once per day as a full round action, that provokes attacks of opportunity, the wearer may concentrate on the battlefield and visualize the way she would like it to be. This ability lets the wearer teleport up to 5 allies within 60 feet to new positions within 60 feet of the wearer. The destination for any creature teleported cannot end in a space that is by nature hazardous to the creature teleported. For one round, each creature teleported deals 1d6 extra damage on their next attack when flanking, this extra damage is considered precision damage and is not multiplied on a critical hit.
Construction
Requirements Craft Magic Arms and Armor, dimension door, king's castle ( Advanced Player’s Guide); Cost 19,150 gp
I am sorry to say I was not a fan of this one either. I didn't care for the power and I don't feel like it really had anything to do with being a suit of armor. It felt like it should have been a Wondrous Item chess board instead.

Andrew Black RPG Superstar 2008 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Star Voter Season 9 aka MythrilDragon |

Sightstealer Rapier
Aura moderate necromancy; CL 6th
Slot none; Price 13,120 gp; Weight 2 lbs.Description
This +2 rapier’s cup hilt appears as an open eye, and the blade itself protrudes from the iris.Once per day when the wielder successfully strikes a target with the rapier, the wielder can activate the rapier as a free action to force the target to attempt a DC 13 Will save. On a failure, the target is blinded and the wielder’s eyes take on the appearance and qualities of the target’s eyes (granting the wielder low-light vision and/or darkvision up to 60 ft. if the target normally possesses these senses).
This effect lasts for 3 hours and cannot be dispelled, though it can be removed from the target by remove blindness-deafness, remove curse, break enchantment, or similar effects. If this effect is removed from the target, it is also removed from the wielder.
Construction
Requirements Craft Magic Arms and Armor, blindness-deafness; Cost 6,720 gpI'm going to spoiler my own thoughts as I don't want them to affect any feedback.
** spoiler omitted **
I actually kind of liked this one. It needs some formatting fixes but I liked the over all item. It is simple with a creepy eyeball theme that doesn't cross over to gross for the sake of gross territory. That said I also didn't think it was Super Star, but more in a book of magic items. You got my vote most of the time, but only if it wasn't up against one of my favorites.

Andrew Black RPG Superstar 2008 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Star Voter Season 9 aka MythrilDragon |

Keen to get some feedback!
Thieving Buckler
Aura moderate conjuration; CL 9th
Slot shield; Price 6150 gp; Weight 5 lbs.
DescriptionThe maelstrom motif on this quirky +1 buckler conceals an extradimensional pocket for liberating goods. A Thieving Buckler tugs enthusiastically towards items granting the wielder a +2 competence bonus on Sleight of Hand checks and combat maneuver checks to disarm an enemy. Objects that are successfully palmed, hidden or disarmed vanish into an extradimensional space that holds 80 pounds of items each no larger than a medium two-handed weapon. The buckler also has a habit of swallowing blocked items. Whenever an attack roll misses the wielder’s AC by 1 or 2 she can immediately make a disarm attempt against a melee attack or gain the Snatch Arrow feat against a ranged attack. Retrieving anything from the buckler is bothersome at first and requires 2d10 minutes just to locate the elusive opening however it takes a liking to being worn and functions like a Handy Haversack for the wearer after 2d4 hours.
Construction
Requirements Craft Magic Arms and Armor, secret chest; Cost 3075 gp
Sorry to say I was not a fan of this one. It seems more a Wondrous Item than a shield since its primary power is to be a Handy Haversack that also is a shield. The stealing of weapons and arrows was a nice touch, but overall I don't think this one did as good a job of that effect as some other items in the contest.

Raynulf Star Voter Season 8 |
1 person marked this as a favorite. |

And now to Page 7!
KUDZU WRAP: Got my attention by using scale mail (rarely used), but then lost it again with the abilities =/
* The basic properties are, in fact, similar to mithral but profoundly better; +2 max dex, reduce ACP by 3, reduce weight to 1/6th (!), ASF by 15% and armor category by 1 (including for proficiency purposes, which mithral does not do).
* And druids can use it. That's fair, it's theme is very druidic…. but in that case the reduced ASF makes little sense, and a lot of the above is unnecessary.
* It also has the lengthy don and doff time reduced to a mere move action, and can automatically break bonds or escape from grapples against most targets.
* Honestly; Auto-win abilities usually get a downvote from me, and a lot of the cost of this armor seems to be based around making it function like a mithral chain shirt that druids can use.
* I'd have preferred to see some more plant-themed properties, maybe the ability to grow grasping vines to grapple or climb with, or arboreal movement, or taking root to give bonuses to CMD… as it stands it seemed a bit too passive.
RING OF REMEMBRANCE: As written, it's an inferior pearl of power III (9,000gp) that occupies a slot and has the ability to remove one of your prepared spells so you can swap in another one (with 15 minutes study). Honestly, it just feels too close to the old classic to stand out as novel and creative for me.
CLANGORING CHIME: I like to think of this as the "Bellhammer". Nitpick: "earth breaker" is two words, not one (don't feel bad, 2 out of 3 of the top 32 did the same). Not quite sure why it needed to have a spell effect tied to critical hits just to make it even louder. The bull rush being a swift action is almost certainly underpriced; action discounts are very expensive in Pathfinder (see Quicken Spell for example) – were this a standard action to do… I'd say the price isn't too far off, though still wonky.
COUNTER SHIELD: Automatic hits are a very bad choice and subject to extreme abuse; "Can't hit the bad guy? Hit me then, and I'll redirect to auto-hit him! AC? Concealment? Mirror image? Irrelevant!". Also, does the target need to be a creature? Can I instead redirect to a nearby rock to simply negate three attacks per day? The mechanics need a rewrite.
VESTMENT OF THE TWIN SOUL: Companion helper item… with some big warts.
* This item feels like it should really be worn by the companion, not the master, and… well… it just doesn't feel like armor to me, more like a vest or robes, particularly because the chosen armor type has 15% arcane spell failure, and thus mostly rules out witches and wizards, making it rather niche.
* Some love for the overworked companions is nice, but the item just didn't grab me as viable armor, given under 10% of the price is actual defense.
* As a note: Summoner's do not have the empathic bond class feature with their eidolon, so despite being the main beneficiary of this item, they can't make it.
* Lastly, although druids can wear the item, considering they have access to healing spells, it is actually of minimal use for them, compared to the cost =/
O-YOROI OF THE ETERNAL FLAME: Variant armor needs the source quoting. For 244,900gp (~18th level, given other gear), I'd be expecting a lot more protection from my armor than the equivalent to +2 half plate. I get the phoenix theme, but the item simply tries to do too much, too heavy handedly SiaC, while neglecting the basic purpose of armor; to stop the wearer getting hit.
FREEBOOTER'S LONGCOAT: Kudos for the visual style. The armored coat has the advantage of being fast to don and doff, and the mithral gets rid of some of the problems with it… but not the medium armor proficiency requirement. Given the penalties of non-proficiency are based on the ACP, and it has none, having the armor grant proficiency (~5000gp value for a feat) is unnecessary and confusing. The focus on obscure and unreferenced naval combat rules is what kills the item for me, because if you're not playing in that niche, it's 4050gp of armor for twice the price.
DAGGER OF DRETCH DOMINION: Why isn't this a scorpion whip? Pricing: Masterwork cold iron dagger = 304gp, +2 = 10,000gp (8,000gp + 2,000gp cold iron surcharge) = 10,304gp, with 2,196gp for specials… which are a demon-only mini-circlet of persuasion, and maximized damage against dretches. Does the dagger give you the bonus when sheathed, or only when held? That doesn't sound outrageous… but it does sound very lackluster for a superstar entry =(
CORPSE THICKET JAVELIN: Is this a one shot item? What do you do when it's a tree? This seems like a very, very expensive entangle in a can. The wording is very unclear.
GHASTLY PLATE: The requirement for the armor to be crafted from that of a slain enemy should be in the Requirements, not the main description. Also; Making weapons ghost touch doesn't seem like an armor ability. While entirely cosmetic, constant ghostly disguise is over the top. Also: Requirements should include etherealness (ghost touch armor), plane shift (ghost touch weapon), and ghostly disguise. CL should be 15th, per the ghost touch armor property. Otherwise… a bit simplistic in scope.
ROD OF ELDRITCH HORROR: Ambitious. Inspiration very evident. But… ugh.
* I can see the temptation angle "Want to risk… Another super-summons?" but by the time a player will be carrying an 80,000gp rod, they'll be at least 12-14th level and a CR6 gibbering mouther isn't so much of a threat as an annoyance.
* A summoner with this item has a long enough duration to use it out of combat, and just have their party members ready actions to go Mister T on any gibber-jabbering. Making the entire downside practically moot.
* A responsible and forward thinking player will have pregenerated stats on hand for their modified summons. Most players I know would do it on the fly and pause the game while they figure out what their new minion stats are… and what this "Horrific Appearance" thing does.
* I can appreciate the effort to balance and cost this thing out, it just has too much wriggle room (tentacle joke intentional) for players to get around the downsides.
DREAMING STAR: For a 1/day item, I really liked this one, but must admit I wouldn't use it.
* The option to literally call forth the man/woman of your dreams is epic. Seriously.
* In a standard campaign which is balanced around players conforming to the wealth/level limitations and fighting a lot of monsters… it will usually be busted and turned into a 50,000gp combat item. Sadly.
* Pricing… Okay, by the math as I understand it, 1/day shades would cost 9th level x CL17 x 400gp = 61,200gp. A one-shot simulacrum would be around 5,000 or so depending on caster level. Honestly, given the application, I like your pricing better, but I'm not sure it's correct.
* Lastly, as gorgeous as it is… it feels more like a wondrous item than ring, given how it functions, as there seems to be no reason to need to wear it, or continue wearing it later.
LASH OF WILD ROSES: This comes across as a SiaC. Also the wording "functions as a whip" indicates that it is, in fact, not a whip. For the price I would hope for more weapon, especially as a lot of the abilities are things a wilderness protector would already have access to.
FOE STITCHER: I really liked this one. It has some bugs, but a lot of potential.
* The thread the stitching creates is not indestructible, which ensures there is a defense against it; the targets can simply try to cut themselves free (50% miss chance for invisibility, but the hardness and hp aren't overly high).
* The tactical applications (as well as sheer fun) of the foe-stitching are huge, though they look like they could take a bit of work to adjudicate sometimes.
* It's a +2 rapier, so 8,410gp worth of stabby, with 7,000gp for the special, which has a few things going for it, so is hard to price. It's possible that 7,000gp is too little, given it does create and animate invisible rope, and then drag people with it.
* Definitely one of my favorites out of what I've seen this year though :)

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SPANWHAMMER - Not good form to edit your item before posting it! (-10 cool points) Or edit it after people point out flaws! (-20 integrity points) History = down-check. Didn't like mechanics. Don't capitalize all of the name. Didn't like name. Minor formatting errors. Price/cost incorrect.
Sorry Thomas, but I'm not following the -10 cool & -20 integrity point demerit; nobody was able to point out any flaws with this item because I wrote & submitted it in a single sitting, so I'm not really sure where you got the idea I was guilty of those things? Or maybe I'm not understanding the context.
Don't get me wrong; any feedback is seriously appreciated, but I'm confused about those 2 critiques.

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In regards to the name Spanwhammer, possibly not capitalizing it or leaving the "h" out may have alleviated the confusion; I actually just came up with the name by speaking it aloud, and after saying it a few times kind of found it fun. I think I was following the magic item format for the CRB too closely and that's where the mistake of putting the item name in all caps crept in, so I see how that starts a funky snowball that ends up with people ending up confused and panning the item as it looks like a typo from the get-go.
Thank you kindly for your feedback, my 3rd time trying out for this and made it a lot closer to the Top 32 the last couple times so not certain it's really my cup of tea anymore, but I will always come back for the opportunity to learn and interact with my favorite online community.
Carry on, my fellow Paizonauts!

Maurice de Mare RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka Darkjoy |

Jaragil Marathon Voter Season 8 |


Feros Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9 |


Oggron Dedicated Voter Season 8 |

Foe Stitcher:
Interesting idea with a cool visual, but this could get complicated very quickly as different opponents are tied together and knotted up. Some issues with using different stats for each drag maneuver as the number of foes increase. This adds a level of complexity that isn’t really necessary.
FOE STITCHER: I really liked this one. It has some bugs, but a lot of potential.
Feedback:
* Firstly though, you missed the cost of the actual weapon. 320gp for a masterwork rapier & 90gp for alchemical silver. Should be the same in price and cost.
* The thread the stitching creates is not indestructible, which ensures there is a defense against it; the targets can simply try to cut themselves free (50% miss chance for invisibility, but the hardness and hp aren't overly high).
* The tactical applications (as well as sheer fun) of the foe-stitching are huge, though they look like they could take a bit of work to adjudicate sometimes.
* It's a +2 rapier, so 8,410gp worth of stabby, with 7,000gp for the special, which has a few things going for it, so is hard to price. It's possible that 7,000gp is too little, given it does create and animate invisible rope, and then drag people with it.
* Definitely one of my favorites out of what I've seen this year though :)
Thank you very much for the Feedback and for highlighting some legitimate issues with my item. I will work on these issues and try again next year. Thank you also for the encouraging appraisal of my items visual aesthetics, its good to know I at least got that part right :)

Jaragil Marathon Voter Season 8 |


Clay Clouser RPG Superstar 2014 Top 32 , Star Voter Season 6, Dedicated Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 aka Ixxix |

edduardco Dedicated Voter Season 6, Star Voter Season 8 |

Thanks a lot for the feedback guys
Blood Magic Dagger - Didn't like the mechanics. Formatting errors. Underpriced.
I didn't notice any formatting errors besides the italics in bleed requirements. Why do you think is underpriced, it should have cost a lot more perhaps?
*Free metamagic for damage is a recipe for abuse, particularly with out-of-combat metamagics like extend.
*This weapon also actively encourages its user to have as low of a Strength score as possible, since it deals less damage that way.
I don't understand the second point, why is that something bad?
An item seemingly inspired by the blood magic in Dragon Age. Not bad, but the bleed damage is quite large for the amount of metamagical power granted. Still, good visual even if it is a bit gory.
Interesting that you considered the bleed damage too large given that I have the impression that most people think is OP.

Lady Firedove Star Voter Season 6 |
2 people marked this as a favorite. |

Responses to Critiques of the Varisian Dancing Chain
I'd like to thank everyone who gave me feedback and offer my responses below.
Aura faint transmutation; CL 5th
Slot armor; Price 10,250 gp; Weight 25 lbs.
Description
This +1 chain shirt, expertly crafted for maximum mobility, is made up of thousands of delicate and decorative interlocking links. The armor has a maximum Dexterity bonus of +6, and no armor check penalty.
Most significantly, the wearer may, as an immediate action once per round, attempt to reverse an attack of opportunity made against the wearer. When an enemy attempts an attack of opportunity against the wearer, the wearer may choose to make a reflex save with a DC equal to the enemy's attack roll. If successful, the enemy's attack of opportunity misses, and the wearer may instead make an attack of opportunity against the enemy.
Construction
Requirements Craft Magic Arms and Armor, haste; Cost 5,250 gp
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*Its other ability will be highly challenging to use (in that often, a character's AC is enough higher than her Reflex save that it will be tough to beat an attack roll that hits with a Reflex save; I suppose it can work on a miss and grant the free AoO anyway).
*Not too interesting
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I considered having it be made of mithral (and perhaps should have done so), but finally decided not to for a few reasons:
1. The use of special materials like mithral is often overdone.
2. I didn't specifically want to affect weight or arcane spell failure, like mithral does, just mobility.
3. Gypsy bling is more often pictured as copper or gold in hue than silver, and I didn't want to mess up the visual image.
I did realize in item creation that the attack of opportunity reversal often wouldn't succeed, but I figured that was a good balancing factor with an ability that could potentially be triggered every combat round. Plus, it would reward high dexterity characters, and be fun when an enemy attempts and flubs an AoO.
I'm disappointed that the judges didn't see a coolness factor in my item. It seems exciting and cinematic to me and uses a mechanic that I'm surprised doesn't already exist in Pathfinder, but I suppose I'm biased. :)
I seriously appreciate seeing the judge feedback, though. Many thanks!
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Above in this post, I mentioned the three reasons I didn't use mithral. In retrospect, though, I think you may be right. However, I still want to avoid making it overpowered. I'm glad you think the basic idea is neat! Thanks, Lucus!
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The Good: The core idea is cool the name is cool
The Bad: kill the hyperbole, show us don't tell us what is significant
The Ugly: Missed opportunity to make a skill character shine and make this less mechanically awkward.
-Perform dance skill can be used in place or acrobatics to avoid an attack of opportunity.
-When successful in avoiding attacks of opportunity with dance the wearer may elect to take an attack of opportunity. This counts toward the attacks of opportunity that can be taken in a round
Overall: 4 stars as in I liked this but didn't love it. a polished version of the above for me would have been superstar as it gives skill characters a combat mechanic that makes sense. I feel like you were almost there...
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When you say "hyperbole," do you mean the use of the words "most significantly"? Although I wouldn't have considered that an exaggeration, I did debate whether or not to include those two words, and I think you may be right that it would be cleaner without them.
I didn't want to make the mechanic dependent solely on a high perform (dance) skill check because I didn't want to limit the item's utility to only a certain subset of bards. As it is currently written, I could see the Varisian Dancing Chain being enjoyed by bards, rogues, swashbucklers, rangers, magi, etc. The titular dance is the dance of combat. However, perhaps I could have made it a perform (dance) skill check OR a reflex save to give players that option. What do you think?
I'm very glad you found the idea and name cool, (I did, too!) and I appreciate the 4-star rating. Thanks, GM!
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Varisian Dancing Chain
I like it. My guess is that it didn't scream "Varisian" to the judges. I'm not sure how that could be remedied - my guess is that something that makes the reader look at it and recognize is ethnicity. Correct me if I'm wrong but aren't veils and/or thin scarves part of varisian dress? Also certain colors have meaning to them. Incorporate that in somehow and I'd bet you'd be drawing a map tonight ;)
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I was picturing it as gypsy bling for the torso. Perhaps I didn't describe that clearly enough. I'm glad you liked it, though!
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Nitpicks: Stats scream mithral, but it's not...? Also, at that price point, I'd really like a slightly higher armor bonus, even just 1 more point, for all those attacks that aren't AoOs.
With those thoughts in mind, I'm gonna cross my fingers that your item finds its way into a future Paizo product. (It's happened before!) :D
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Jacob, your comment made my day! I'm thrilled that someone I have a lot of respect for liked it so much! And, I'm glad I'm not the only one who got excited about it. :)
I address my three reasons for not making it mithral above in this post, but it probably should have been. Also, thanks for the input on pricing. Since there was no precise way to price my item's unique ability, I had to ballpark it a bit.
I'd be thrilled if Paizo decided to use my item, and I'm honored that you think it could happen. Thanks, Jiggy! :)
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This is true. It was meant as a balancing factor. I am curious if you thought this was a good thing or a bad thing, Thomas.
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Expect: A spiked chain or whip with the Dancing property, or some wondrous item like a belt.
Impression: I'm not too familiar with Varisia so I'm not sure what I'm getting into. Maybe this would be more exciting if I knew the region.
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See above for my three reasons for not making it mithral, but, yes, it probably should have been.
I didn't realize ahead of time that the name would be misleading, but now I certainly see how it could be! And I knew that using the Golarion-specific word "Varisian" was something of a risk, but it perfectly evoked the flavor I was going for.
I don't think this would be too overpowered because, (although it could possibly be triggered once every round, if you kept doing things that would provoke AoOs) you would have to equal or exceed the enemy attack roll with your reflex save for there to be any effect, and you'd still have to hit with your own AoO. Thanks for the input, though!
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I'm glad you liked it and thought it was solid, but I'm sorry it wasn't Superstar for you!
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Solid item, not too overpowered and useful for high Dex characters. I guess the only real problem here is the lack of anything cool in the imagery. Lack of a cool visual probably cost you.
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I'm glad you liked it, Feros! In my head, I picture its use being exciting and cinematic, but I perhaps needed to better describe that. I think I was somewhat inspired by the scene in Disney's Hunchback of Notre Dame when Esmeralda is being chased by Frollo's guards through the Festival of Fools, and she and the other gypsies keep turning the guards' bumbling attacks back against them in amusing ways. I wasn't sure how to convey that type of scene in an item description, though, without making it clunky. I was hoping the item itself would be able to inspire such fun moments in people's games.
Thanks for the feedback, Feros!
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Feedback:
* Not to join the chorus here, but… properties that duplicate existing properties are a little off-putting. Easier to make it mithral and get straight to what makes this item cool; the attack-of-opportunity dance.
* And that is cool, if a bit on the dice-heavy, which protracts out your turn. Also, how effective a reflex save is vs their attack is questionable, as only someone with extremely good Ref will get much use out of this item.
* It is also a little too easy to use; I'd suggest limiting it to AO's only due to your movement, rather than, say, spellcasting, or drinking a potion, or trying to disarm them. Would fix a lot of the headaches that would otherwise arise and keep to the theme.
* Seriously though, it is actually a cool concept, but the first line I think put off a lot of people.
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I'm glad you like the concept, Raynulf! As for the mithral, yeah, I hear you. (Read above in this post, though, if you want to see the three reasons I didn't originally make it mithral.)
I love the way you call it "the attack-of-opportunity dance"... You get my concept. :)
I believe your second bullet point will balance out your third bullet point, Raynulf. The need to roll a high reflex save will ensure that this isn't overly easy to use.
And, I definitely don't want to limit it to just AoOs provoked by movement, because imagine a rogue drinking a cure potion while gracefully stabbing the enemy careless enough to step up behind her back while she does so, or a ranger kicking or punching a bumbling nearby idiot out of the way while firing his bow at another target. These moments wouldn't happen frequently, due to the high reflex save and the need to succeed at one's own AoO, but when they did happen, they would be awesome! :)
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I was actually expecting a weapon based on the name. Nevertheless, out of all the attack negating items this year, this was the only one I actively liked. The fact that it isn't automatic in any way helps a lot and the chance for the wielder to make an attack of opportunity of her own keeps well with the dance theme. I just wish the item did something more than that. Passive bonus to movement or avoiding attacks of opportunity while moving through threatened squares, or something else dance-like. As it is, the item is fine, it just lacks that final punch.
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I'm glad you found the item to be balanced and thematic, Jaragil! I was trying to keep it clean and uncluttered by not adding extra abilities, but I guess I missed out on adding that superstar shine!
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Regarding this year's item, a few thoughts:
first, remember that books of magic items don't include Golarion-specific material. Dancing chain is one thing, Varisian dancing chain is world-specific, and something you should avoid in the contest.
I know the whirling dervish trope is very popular (and it should be. It's fun!), but items and archetypes and hybrid options and more are crowding that space such that I think voter fatigue can work against you. I also think the most common magic item in the game is a chain shirt that has a higher max Dex or no ACP. In short, I think you applied decent mechanics to an overworked theme. I think your imagination just needs to be pushed to work in a space that isn't so crowded. You'll do well there. If I changed something mechanically about your shirt, I'd say place limitations on how often you can dodge the AoO, or raise the price.
Hope that's helpful.
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It's always helpful to get feedback, and it's especially helpful to get the feedback of someone who succeeded at this whole competition and made Superstar.
Many thanks, Steven!
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Based on there being no specific review of my item from you, it seems my item was just "okay" for you. Even that is helpful to know. Thanks!
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Overall, I like how my item could make a player or character more daring, which would make for some great, dramatic game moments. As it is, I personally tend to play it safe in combat and avoid doing anything that might provoke an AoO. However, if one of my characters was wearing Varisian Dancing Chain, she would be much more likely to take the risk!
Also, as a GM, I think this would be a great armor to let a significant villain wear for a memorable fight, and it's one that I wouldn't mind a PC looting, wearing, and enjoying afterward.
Finally, big thanks to Garrett for the google doc that lets us easily find all our item critiques!
If anyone has any further comments on the above, more feedback is always welcome! Thanks! :)

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Living Copperthread Net, on page 1 Thank you.
A couple of caveats, cause I really want to get into these nets and I have to make a couple of key points first.
Remember that a patient critic can find flaws in any item, and sometimes little mistakes make the difference between Superstar and not, or clever and exploitable.
I say that, because I thought in terms of mojo and clever design, I thought nets were the biggest winners in the contest this year. Specifically, the living copperthread net, the covenskein net, and, maybe favorite item of the year, widow's web.
Why don't people use webs more? They're easy to rip apart, and they don't deal any damage. Nets should be cooler and magic nets should definitely address those issues.
Supposed I wanted a mithril net akin to a monofilament net. It might be stronger than other nets, but slice into creatures that strain against it. Maybe a net made from magma that deals fire damage.
Nets are ripe for the application of strong themes and solid mojo. But they almost necessarily have to bend the rules farther than most. Which is more important in finding a SUperstar? Imagination and originality? Or following rules that all other nets conform to? My thinking is...a magic item is supposed to be noticeably different from the other items of its type, right?
So my review for all three of those nets is: you were all three in my top 15 or so, and the themes you chose were really cool. Every one of them had mechanical flaws that kept them out of the top 32. widow's web applied wounding to what is normally a range weapon. The living copperthread net has that +10 bonus to grapple checks without an explanation, instead of just using the normal statistics for CMB.
The lesson for all three designers of these items is to pay extra close attention to detail. Some details are little to me and huge to other voters and judges. I think if you have the creativity to come up with these very pretty ideas, and combine that with flawless attention to detail, you'll see yourself go far in this competition next time you enter.

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Deadlines today, so this might be my last review until tomorrow afternoon. Like the ast one, I am gonna take on a category of items.
Sort of.
This year's twist caught a lot of people off guard. It was clear that more than a couple of entrants added "Craft Magic Arms and Armor" to their requirement and changed the description from gloves to gauntlets or from cloak to armor. Some people didn't even go that far. They just made their wondrous ting function like a legal category. We had a few entries literally just have "Craft Wondrous Item" as their sole feat requirement.
Don't play it so safe next time, cause that isn't actually safe at all. Talking over the voting process with my fellow Horsemen, we agreed that in our opinion, a group of silk ribbons that act like armor is still a wondrous item, not magical armor. A tea set you wear over your shoulders and get an armor bonus out of isn't a set of magical armor.
Similar to that (and allowing me to give the most important single comment about the staff category), is that an item has to conform to the creation and activation rules of its category. A +1 magic staff with some added abilities and no charges or spell activation isn't a magic staff. Those designers proved they dunno what a magic staff is.
(other symptoms attend that disease. staves suffered from horrible pricing, bad balance in terms of charges used by different spells, and more. I think we even had a staff with no spells that couldn't be used as a weapon, making it either a rod or a wondrous item).
Pay careful attention not only to the specific type of item you want to create, but also to the normal rules for that item. If there are ZERO magic staves without spells built into them, out of something like ten books with magic items, don't be surprised when peoples' feedback starts with "that's not a staff". : )

Grumpus RPG Superstar 2014 Top 32 , Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 |

I say that, because I thought in terms of mojo and clever design, I thought nets were the biggest winners in the contest this year. Specifically, the living copperthread net, the covenskein net, and, maybe favorite item of the year, widow's web....
Thanks for the kind words regarding my Covenskein Net. If you find time for a more detailed critique, thats cool. Otherwise, I know what most of the problems were anyhow.

Raynulf Star Voter Season 8 |
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Page 8 is pretty short and sweet;
GHOST MOON BOW: What CL is the faerie fire (this is important). The special ability is, well, insane. You hit them once, and all subsequent shots ignore cover, concealment, armor and solid walls. Just to be sure, there's also 3/day X minutes of murderfest. For around a +1 equivalent on the total price.
SIDEREAL BLADE: Why ghost touch when it's intended to slay outsiders? Also; weapons that deal double damage against creature types were something from 1st & 2nd edition that were eliminated from 3rd and onwards, so I doubt it will fly. Given the super-bane against all outsiders and vastly superior called ability, I think this item is vastly underpriced even without the additional abilities; including the 1/rnd teleportation and 1/day dimension door (which on its own should cost ~11,200gp as a ballpark figure). I can see what you were trying to do, but the double-damage is a no-no, and you need to pay more attention to magic item pricing.
MITHRAL SHIRT OF CONCEALMENT: Feedback below :)
* Speaking of which: The special stacks too many things on, and the extra standard action each round is probably not something that should be in the game (haste was nerfed in 3.5 onwards for a reason), and seems redundant on armor when it cannot be used for combat.
* Also, there is already an armor property that provides Stealth bonuses called shadow (+3,750gp).
* The speed increase should be an enhancement bonus, as increases to base land speed don't tend to come from magic items.
* The special sort of combos: invisibility, silence and haste (only better) as a 1/day spell effect, which ends if the wearer attacks or directly threatens a creature. Wording there is fuzzy and subject to interpretation as "threaten" is also a combat mechanic based on your position and having a weapon in hand.
* silence also prevents you from speaking; meaning you cannot activate any item with a command word or cast spells with verbal components for the duration. Three rounds might not seem like much, but if something does spot you (invisibility is not impenetrable) you have no means of dismissing this effect early, except possibly by stabbing yourself?
* Armor is a combat item, worn to protect the wearer in battle. This appears to be a utility item better suited to being a wondrous item.
* Hope that was useful :)
RINGS OF SHARED POWER: The item's biggest flaw has already been discussed in great detail: What happens with hirelings and the Leadership feat. I can appreciate the desire to make a tactical item, and with the right kind of party it wouldn't be abused… but as always: "It's not how you intended it to be used, it's how it can be used (and abused)."
FRAUD'S ROD: Formatting is your friend (including the Enter key :P). I actually like the concept of the fraud's rod as it has good roleplay potential as well as utility, but there are a lot of qualms about UMD bonuses (even if restricted to scrolls). The existence of a similar item in a past year probably did count against you in the voting/judging.
BROKEN GAMBIT SHIELD: I honestly cannot see any situation where I would actually want to use this item on any character.
* Is it the broken gambit shield or the broken victim shield? You used both names.
* It's 10,750gp for a magic item that does nothing most of the time?
* "One combat" is a fluffy term not typically used in Pathfinder. It should have an actual duration of the effect.
* The wearer needs to be hit three times to get full effect, and in doing so causes the monster to want to hang around and hit him more… This seems counterproductive.
* What if the wearer wanted a buckler? Having this turn into a heavy shield when they're trying to use a bow, or cast spells (heavy shield doesn't give a hand free) would be extremely inconvenient.
* How does the +0 work? Does it appear to be nonmagical?
* The shield is less effective that a 1/day shield, which would cost around 400gp.
* As it stands it's more akin to a 1/day magic vestment combo'd with compel hostility.
* While certainly different, and going for a theme of the hidden power, the mechanics are cumbersome and the item very costly for what it does. Additionally, the compel hostility doesn't seem to fit the hidden power theme to me, personally.
* It almost feels like a cursed item. One of the nasty ones.