Official Critique My Item Thread


RPG Superstar™ General Discussion

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Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

Jacob W. Michaels wrote:

Acre, I think one of my PBP players really liked your armor, as he asked if I or another player were responsible for it.

Here's my ring. Very disappointed not to get in, as it actually did better in the exit poll than last year's poltergeist knot. As in 2013, I'll try to review everyone's items as I can. (I still have to comment on the alternates' items first.)

Catapult Ring
Aura moderate evocation; CL 7th
Slot ring; Price 25,000 gp; Weight
Description
Curled into a tight band, this tiny copper spring stretches to fit the wearer's finger.

As a standard action, the wearer can touch a creature or unattended object on a solid surface and fling it in a direct line away from him. The target arcs 30 feet up and 60 feet away, taking damage from falling as normal. A willing target may be launched as long as it is adjacent to the wearer, while an unwilling target requires a melee touch attack. A willing target may make an Acrobatics check as if it were deliberately falling and can land on or grab hold of an elevated surface in its path. This movement does not provoke an attack of opportunity.

A target that hits an obstacle in its path takes 3d6 points of damage before falling to the ground in that square. The obstacle also takes damage, as if it were hit by a falling object. Any creature or object occupying the square in which the target lands takes damage as if hit by a falling object.

A catapult ring has six charges, which automatically renew each day. Launching a Medium or smaller target requires one charge; a Large or Huge target requires two charges; and a Gargantuan target requires three charges. The ring has no effect on Colossal targets.

Construction
Requirements Forge Ring, telekinetic charge; Cost 12,500 gp

*There seems to be no defense against this ability for unwilling targets (where a touch attack counts as no defense).

*On an ally, it seems OK for a 6/day SiaC of limited telekinetic charge.


Ambrosia Slaad wrote:

I wasn't going to post my item, but I'm never going to earn my Toughened Hide achievement feat by being afraid of having my ego punctured:

Outrider's Band (297 294 words)

Outriders often encounter circumstances where it is disadvantageous to have their mount accompany them, or, conversely, leave their mount behind. This ring allows a rider to merge with her appropriate-sized equine mount as a full-round action. The resulting ipotane form is a bipedal humanoid hybrid possessing the rider's physical and mental attributes and qualities with digitigrade legs, hooves, and minor equine features.

So, what does this do for halfling cavaliers mounted on dogs?

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

Brigg wrote:

My item was inspired by something I overheard at Pathfinder Society: “Nets don’t cause grapple.”

So I was all like…

Living Copperthread Net
Aura strong transmutation; CL 13th
Slot none; Price 54,320 gp; Weight 7 lbs.

Description
Strong, copper threads reinforce the hempen rope of this +2 net. Four bronzed weights—two shaped like human hands and two shaped like human feet—are affixed to the corners of the net.

Three times per day, a target struck by the net gains both the entangled and grappled conditions as the net comes to life and grabs them with its hand-shaped weights. The animated net and a creature grappled by it always occupy the same space until the target escapes, which shunts the net to an adjacent empty space. When this happens, the net stands, forms to a semi-humanoid shape, then continues chasing, attacking, grappling, and entangling only the original target. This continues until the target is defeated or one minute has elapsed from the time the net first struck.

While animated, a living copperthread net is treated as a Medium animated object except it gains DR 5/slashing, the additional attack and grab special abilities, a +10 inherent bonus to grapple checks made against its current target, and a +2 enhancement bonus to its slam attack. If the animated net becomes damaged below 0 hit points, it reverts to being an inanimate +2 net with the broken condition and cannot animate again until it is repaired.

Construction
Requirements Craft Magic Arms and Armor, animate rope, vengeful outrage (Ultimate Magic)Cost 27,320 gp

*The item's wording is riddled with confusing components. We have a slam attack, but it's almost entirely unspecified, and we're receiving a +10 inherent bonus to grapple but we don't know what our basic CMB is.

Dark Archive RPG Superstar 2012 Top 16 , Star Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8 aka FaxCelestis

RJGrady wrote:
Ambrosia Slaad wrote:

I wasn't going to post my item, but I'm never going to earn my Toughened Hide achievement feat by being afraid of having my ego punctured:

Outrider's Band (297 294 words)

Outriders often encounter circumstances where it is disadvantageous to have their mount accompany them, or, conversely, leave their mount behind. This ring allows a rider to merge with her appropriate-sized equine mount as a full-round action. The resulting ipotane form is a bipedal humanoid hybrid possessing the rider's physical and mental attributes and qualities with digitigrade legs, hooves, and minor equine features.

So, what does this do for halfling cavaliers mounted on dogs?

http://www.lomion.de/cmm/cenkhapo.php

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

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Jacob Trier wrote:

Shield of Compassionate Radiance

Aura moderate conjuration and evocation; CL 5th
Slot shield; Price 9,420 gp; Weight 15 lbs.

Description
A stylized longsword with golden sunburst radiating from the crossguard is emblazoned upon this +2 holy reliquary heavy steel shield.

A wielder with the lay on hands class feature may imbue the shield with divine light as a standard action by expending one of her daily uses of lay on hands, or as a swift action by spending two daily uses. Doing so makes the shield shine brightly as a torch for one round per paladin (or equivalent class) level.

While the shield shines, any cure spell cast within the light heals 1 extra point or deals 1 extra point of damage to undead per d6 of the wielder’s lay on hands. This does not apply to spells cast from wands or scrolls.

If an ally within the light is subject to an effect or a spell that causes a condition cured by one of the wielder’s mercies and grants a saving throw, the wielder may extinguish the light as an immediate action to grant the ally a sacred bonus equal to the wielder’s current Charisma modifier to that saving throw. Only one ally may be aided in this way, even if multiple allies are affected by the same effect.

Any circumstance that would make the wielder lose her shield bonus extinguishes the light. The wielder may dismiss the light as a free action.

Construction
Requirements Craft Magic Arms and Armor, bestow grace, light, sacred bond; Cost 4,795 gp

*By holy reliquary, does it mean the Create Reliquary Arms and Shields feat? If so, then there should be another 250 gp that doesn't double, and the feat should be a requirement.

*The idea of the mercies floating around to protect allies from conditions they cure is actually pretty interesting, although the damage less so, particularly when it can stack up to be far more than the actual lay on hands against creatures with many attacks or with several full attacks, so it breaks the interesting theme of storing up some lay on hands power that the other ability had.

Dedicated Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Star Voter Season 9 aka OwlbearRepublic

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theheadkase wrote:
Chrysalis Carapace

Great description, fun effects, seamless connection between your original rules material and existing mechanics. I upvoted this one many times and wouldn't have been at all surprised to see it crack Top 32.

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

OwlbearRepublic wrote:

Jailbird's Sweetheart

Aura moderate conjuration; CL 9th
Slot none; Price 7,002 gp; Weight 1 lb.

Description
This dodgy-looking +1 adamantine dagger does double duty; with a lethally fine edge on one side of its blade and a coarse file on the other, it leaves equally ugly marks in flesh, bone, and steel. The dagger's thumb-breadth blade, along with its flat, guardless, black horn hilt, virtually begs to be concealed in a boot or a garter.

The jailbird's sweetheart takes its name from its usefulness to frequent prisoners. Once per day, as a full action, the attuned owner can summon it from anywhere on the same plane by pulling it out from the keyhole of any lock; the blade vanishes from its former location as it slides through the keyhole, as though it were moving through a ring gate. The summoning fails (but isn't expended) if an intelligent creature is observing the weapon at its original location.

Attuning to a jailbird's sweetheart requires kissing it. Unhelpfully, no markings hint at this requirement.

Construction
Requirements Craft Magic Arms and Armor, teleport; Cost 5,002 gp

*So it's a called weapon with a longer range but requiring a keyhole. Not too interesting (and underpriced compared to called, which has a shorter range).

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

Nazard wrote:

Weapon Trap Shield

Aura strong transmutation; CL 15th
Slot shield; Price 16,157 gp; Weight 10 lbs.
Description
Deep cracks and gouges mar the surface of this +3 heavy wooden shield, though the wood feels perfectly smooth and seamless to the touch.

Whenever the wielder is subject to a melee attack which misses him by 5 or less (the protection provided by the shield), the weapon magically embeds into the wood and may become stuck. The wielder may make a disarm combat maneuver check against his attacker as a free action (without provoking an attack of opportunity), and if successful, the attacker loses his grip on the weapon, which remains stuck in the shield. As part of the disarm maneuver, the wielder may choose to deposit the weapon in any square he threatens, keep the weapon stuck to the shield, or wield the weapon himself if he has a free hand.

If the attack would not normally be subject to a disarm combat maneuver, such as a natural attack, unarmed strike, or manufactured weapon in a locked gauntlet, the wielder may attempt a grapple check instead without provoking an attack of opportunity), at no penalty. If successful, both the wielder and his attacker gain the grappled condition, but the wielder is free to use any one-handed weapon while grappling. The shield can only trap one weapon or creature at a time.

Construction
Requirements Craft Magic Arms and Armor, polymorph any object; Cost 8,157 g

*One of many disarming shields; this one has some pros and cons compared to the others.

*One of the pros is that the author thought about the effect on a weapon that can't be disarmed.

*Some of the cons are that the protection provided by the shield may not be exactly 5 (feats to increase or magic vestment) but the author didn't take that into account and that free actions can't be used off turn. I'm not a big fan of the disarming shields overall, and this one has some issues, but it's better than the others I've seen so far.

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

Azouth wrote:

Ragathiel's Regalia

Aura moderate transmutation; CL 9th Slot Armor; Price 124,000 gp; Weight 25 lbs.

Description

This +3 full plate has the holy symbol of ragathiel engraved on the chest plate. Like its namesake this armor combines two conflicting forces. In this case strength and flexibility into one, being made of both adamantine and mithral.

On command, it sprouts five fiery wings (producing light as the daylight spell) from the back and let the wearer fly (as spell). Useable six times per day for up to 5 minutes per use.

When worn by a paladin this is useable at will.

Construction Requirements Craft Magic Arms and Armor, daylight, fly, creator must be good; Cost 74,750 gp

*Adamantine DR, mithral increased max Dex and speed, and constant flight and daylight? Sure, the constant part it's only for paladins, but it's even more powerful and more cost-effective than the holy avenger, which is already a real steal for any paladin who uses longswords and I feel probably only looks that way due to the legacy and pedigree of the item.

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

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The Mark Seifter train has no brakes it would seem.

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

Papasteve08 wrote:

Perpetual Vortex Staff

Aura moderate evocation and transmutation; CL 9th
Slot none; Price 35,000 gp; Weight 5 lbs.

Description

This matte black, metallic staff is composed of small, hexagonal discs that perpetually disconnect, revolving momentarily in an erratic orbit, and reattach in ever changing locations. Perpetually unraveling and reforming a few discs at a time, the staff remains in a state of chaotic equilibrium. The perpetual vortex staff allows the use of the following abilities:

Steps of faith (1 charge) Discs swarm underneath the wielder with each step, interlocking and creating a solid surface beneath her. This ability stays active for up to 3 rounds. While active, the discs support only the wielder wherever she moves, creating walkways or stairs to aid her passage.
Throw the first stone (2 charges) Release a deluge of discs, forming a heaping mound of loose rubble that buries a target within 30 feet. A buried target cannot cast spells with somatic components and must take a full round action to extricate themselves. A DC 20 escape artist check reduces this to a standard action. Once the target is free, the affected space(s) become difficult terrain.
Cleansing vortex (3 charges) Discs swirl in a violent torrent around the wielder, creating a maelstrom of spinning metal and debris. While this ability is active, ranged attacks that target the wielder take a -4 penalty to hit and all adjacent creatures take 3d6 bludgeoning damage per turn. The wielder may also attempt a free bull rush attempt as a swift action once per turn to push all adjacent creatures back 5 feet. Succeeding on this check by more than 10 also knocks the creature prone. This ability lasts for up to 3 rounds.

Construction

Requirements Craft Staff, force punch, shifting sand, stone shape; Cost 17,500 gp

Probably last one for now (since that brings us up to raven leather).

*If only the vortex weren't perpetual. Rejected.

A reference to the fact that the entry was exactly 301 words

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

Petty Alchemy wrote:
The Mark Seifter train has no brakes it would seem.

No human being could rate items at that speed. I'm just copy/pasting the ratings already given.

Dedicated Voter Season 8

First time RPGSS entrant, didn't get past the Cull and I can see a few things that I'd do differently in future...I would love to hear other people's opinions though...

Sleeper's Vessel
Aura faint transmutation; CL 3rd
Slot none; Price 1,750 gp; Weight 1 lb.

Description
A favored tool of agents playing out the political games within the Nidalese cities of Nisroch and Pangolais, the sleeper's vessel is often used by those in service of the Umbral Court to spirit away those who seek to challenge the enduring reign of the Midnight Lord. This ornate +1 dagger has a hollow crystalline hilt. As a single use, this dagger may be used to make an attack against a helpless target with a maximum of 4 HD; on a successful hit, the target is rendered unconscious and transformed into a dense cloud of gas (Will Save DC13 negates both). The entirety of this cloud is held within the hilt of the dagger for 3 minutes, after which time the target reverts to it's previous form destroying the dagger as it does so.

Construction
Requirements Craft Magic Arms and Armor, gaseous form, sleep; Cost 902 gp

Grand Lodge Star Voter Season 7, Star Voter Season 8

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Starfinder Charter Superscriber

Ring Of Utmost Need
Aura strong polymorph; CL 13th
Slot ring; Price 4000 gp; Weight --
Description
This ring is covered with innumerable intricately carved tableaus of daring exploits and narrow escapes and grants the wearer the ability to tap into previously unknown talents in times of great danger. Once per week, as an immediate action, the wearer may choose a skill. For one minute, the wearer makes all checks with that skill as though it were a class skill and the wearer had ranks in that skill equal to the wearer’s hit die. Any feats, skills, abilities, or spells that modify that skill apply as normal.
Construction
Requirements Quicken Spell, Forge Ring, paragon surge; Cost 2000 gp

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

lair-master wrote:
Mummer’s Slapstick

I really liked this; it was my favorite Jester item by far, and although ostensibly "jokey" it wasn't really a joke item in the sense that some were (puns or tongue-in-cheek items, etc.). The fun of it was that it was completely in character, and I voted for this one whenever I saw it, IIRC.

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

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RJGrady wrote:
Ambrosia Slaad wrote:

I wasn't going to post my item, but I'm never going to earn my Toughened Hide achievement feat by being afraid of having my ego punctured:

Outrider's Band (297 294 words)

Outriders often encounter circumstances where it is disadvantageous to have their mount accompany them, or, conversely, leave their mount behind. This ring allows a rider to merge with her appropriate-sized equine mount as a full-round action. The resulting ipotane form is a bipedal humanoid hybrid possessing the rider's physical and mental attributes and qualities with digitigrade legs, hooves, and minor equine features.

So, what does this do for halfling cavaliers mounted on dogs?

RAW: Nothing. RAIButRanOutOfWordCount: Find & replace equine references with canines. I did think of riding dogs, lizards, and spiders while writing it, but I couldn't think of a way to 1) include them all, 2) exclude more powerful mounts, 3) have it all make coherent sense, and d) keep it all under 300 words.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8 aka Jiggy

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Lady Firedove wrote:

Varisian Dancing Chain

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

This was one of my favorite items! It was one of the few which, when I saw it, I immediately had to tell my wife about how cool it was. Sad that it didn't make it. :(

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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Petty Alchemy wrote:
The Mark Seifter train has no brakes it would seem.

"All aboard! Ha-ha-ha!" [/Ozzy]

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

Feros wrote:

Courtier’s Solitaire

Aura faint divination and illusion; CL 5th
Slot ring; Price 12,000 gp; Weight
Description
This ring is made of interwoven bands of gold, silver, and cold iron and is set with a single large diamond that gleams with an inner light. When a wearer attempts a Bluff, Diplomacy, or Intimidate check the ring subtly alters their appearance to enhance their ability. An Intimidate check increases height, darkens the shadows, and deepens the voice of the wearer. A Bluff check gives the wearer a soft and innocent appearance, seemingly infused with an inner light. Diplomacy produces a more wizened and scholarly mien projecting confidence, competence, and sagacity to all viewers. This effect grants a +4 competence bonus to all Bluff, Diplomacy, and Intimidate checks.

The diamond flickers red when the wearer is subject to deception, trickery, or lies. This grants a +4 competence bonus on all Sense Motive checks and saving throws vs. illusions. In sensing deception the diamond can automatically detect the presence of concealed creatures within 120 ft., even those concealed with magic such as with an invisibility effect. As a result the wearer is always aware of the presence of opponents and can act in a surprise round. The wearer does not have the ability to see concealed creatures but is made aware of their location.
Construction
Requirements Forge Ring, disguise self, heightened senses; Cost 6,000 gp

Given the next person was Feros and he was a Champion Voter, I'll do at least this one more for npw.

*This ring is a weird mishmash of powers, many of which are boring skill bonuses, even with thematic explanations.

*However, in many more words and without calling it that, the ring grants blindsense 120 feet and the ability to never be surprised, making it vastly underpriced for that effect.

Sczarni RPG Superstar 2012 Top 32 , Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

These were just my thoughts during voting:

Grave-Nettle - Lots of template errors, please report to Template Fu immediately. Boring spell in a can restricted to humans only and destroys creatures if left unattended.

Staff of the Vineyard - This item was hut by similarity to another. Refers to the fruit upon it as both berries and grapes. Not a bad item, but nothing SS about it for me.

Angazhan’s Bloodthirsty Spear - The cumulative bonuses are a bit too high, either limit number or cap amount. Description goes at the beginning and not the end. Didn't like the extra attack using highest attack bonus, should use same as the original attack. Cost is wrong per price. Also should have been a +1 keen stone longspear.

Chrysalis Carapace - On my keep list. Didn't like granting proficiency. The concentration check needed was not clear, as there are a variety to choose from. Cost is wrong per price. Also should have been a +3 reflecting full plate.

Dirk of Treachery - Contained backstory and favored by. Priced too low. "GM discrection" = no no.

RPG Superstar Season 9 Top 32 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 aka theheadkase

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Mark, thanks for taking the time to give us the collected judges comments! You are going far above and beyond!!

Also, I slapped myself when I realized my pricing mistake. Shoulda been around the 75k point.


I would much appreciate feedback about my item

Cryohydra's Coil
Aura moderate transmutation; CL 9th
Slot none; Price 48,010 gp; Weight 3 lbs.
Description
This three tendriled +3 scorpion whip is braided from the pale tanned hide of a cryohydra, and each tip ends with a small steel serpentine head, it's fangs bared. The handle is ivory wrapped with silver wire, a large fang caps the pommel.
The whip provides a +4 bonus to disarm and trip combat maneuver attempts. A successful critical hit with the weapon causes a chill touch spell effect. As well whenever any tendrils of the whip are sundered an identical new tendril grows back to replace it at the beginning of the wielders next turn. This regrowth is accompanied by a sound like cracking knuckles and stretching leather.
Additionally by willingly reducing the weapons enhancement bonus to +1 for a duration of three rounds the wielder may cause a 15 foot cone of frost to project from the whips heads which deals 3d6 cold damage to all creatures in the area. To target the cone the wielder simply cracks the whip in the direction they wish the cone to fire. Using this ability is a standard action and a successful DC 16 reflex save halves the damage. Targets caught in the cone who fail their reflex save are affected with the entangled condition as per Rime Spell. The whip cannot create another such breath weapon effect until it’s enhancement bonus has returned to the normal value.
Construction
Requirements Craft Magic Arms and Armor, Rime Spell Metamagic Feat: chill touch, make whole, pilfering hand, thunderstomp; Cost 24,005 gp


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and I started kicking myself for forgetting masterwork cost about 12 seconds after hitting submit

Dedicated Voter Season 8

Arroweater Shield
Aura strong conjuration, moderate abjuration; CL 17th
Slot Shield; Price 44,000 gp; Weight 10 lbs.

Description
This arrow catching shield appears to be covered with a black oily liquid on the blocking surface. Both the {i] arrow catching[/i] and arrow eating effects are activated with the same command word, and when this shield is struck by a projectile or thrown object the object passes through one end of a gate spell and is teleported to an undefined point, which destroys the projectile once it has been completely absorbed by this shield.

If the shield's effect is activated and and extradimensional space, such as a bag of holding or portable hole, is opened within 20 feet of the arroweater shield, or another activated arroweater shield is brought within 20 feet of another activated arroweater shield, the unstable magic in this item hijacks the magic in the extradimensional space and creates a two way portal. Solid objects placed in the extradimensional space pass out of the arroweater shield, and projectiles striking the shield pass out of the opening to the extradimensional space or the face of the other shield. While this effect is active,the extradimensional space cannot be closed, and this shield cannot be deactivated until one of them is moved further than 20 feet from each other.

Construction
Requirements Craft Magic Arms and Armor,entropic shield, gate; Cost 22,000 gp

When I came up with this I had an image of Merisiel going all Ozzy Smith on a ballista bolt.


Thriving branch
Aura faint transmutation; CL 5th
Slot none; Price 19100 gp; Weight 4 lbs.
Description
This +1 quarterstaff is made from young fresh wood, even if already years old, and has a pod made of roots at one end.

While fighting with the thriving branch, it provides a +3 circumstance bonus to disarm checks as the roots grab onto enemy weapons.

Additionally once per day the pod can be smashed against the ground as a standard action to have it grow rapidly and then start to entangle opponents with a +4 to all DCs involved with the spell (see plant growth for the bonus).
The growth affects only the root pod, which separates from the quarterstaff afterwards and starts immediately regrowing, still allowing for the disarm bonus.

Construction
Requirements Craft Magic Arms and Armor, entangle, plant growth; Cost 9550 gp

Dedicated Voter Season 8

1 person marked this as a favorite.

-> I know the pricing is awful... and the CL typo below is inexcusable...

Breakaway Sword of Beguiling
Aura Moderate Enchantment; CL ZZth
Slot none; Price 350 gp; Weight 2 lbs.

Description
This sword is a fragile, gaudy stage prop until an opponent attempts to strike the wielder. Such opponents must make a DC 11 Will save or believe the sword is a powerful artifact linked to their personal heritage, religion or family. Failed saves cause the attack to be converted to a steal manuever, dropping held objects if necessary. This manuever provokes an attack of opportunity as normal (if the theif does not have Improved Steal and the wielder of the sword otherwise threatens, such as by holding a dagger or the held charge of a touch spell in their other hand).

The attacker must attempt to use the sword on their next turn, with the penalty of an improvised weapon applied to their attack roll. If the sword hits, it gains the broken condition and does 1d2 non-lethal damage with no strength bonus applied. The delusion only persists for one attack, and the sword may be dropped as a free action immediately afterward. After 24 hours, the sword automatically mends.

If the owner has the Hex class feature, they may substitute their Hex DC for the Will save above. If the owner has ranks in Perform (Acting), the base DC rises to a 14 Will save and adds the wielder's Charisma modifier as a bonus. This effect is a mind-affecting compulsion.

Construction
Requirements Construct Arms and Armor, Beguiling Gift, Disguise Self; Mending Cost 175 gp

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

michael patrick wrote:

Whelp, here goes..

The Wing Smasher’s Hammer
Aura moderate abjuration; CL 5th
Slot none; Price 16,312 gp; Weight 5 lbs.
Description
The handle of this +1 warhammer is carved from the bone of a large avian and the head is made of polished black stone.

Any flying creature that takes damage from the hammer must make a DC 15 fortitude saving throw. If failed the creature loses the ability to fly or levitate by any means for 1d4 rounds. If airborne at the time of the attack the creature falls immediately.

No flight or levitation related magic items or effects will work on the creature while under the hammer’s effect except for feather fall.
Construction
Requirements Craft Magic Arms and Armor, dispel magic, Cost 8,312gp

*The interesting portion of this hammer is too similar to last year's earthbind boots. I frankly think the thematics on a hammer knocking someone down makes more sense than boots, but even so.

Star Voter Season 7, Marathon Voter Season 8

Mark Seifter wrote:
Mikael Sebag wrote:
Enlightened Jian

Collected Judge comments (typing this slows me down, so from now on, all these bulleted lists are always collected judge comments):

*Why is this a longsword instead of a temple sword? Monks aren't proficient in longsword and take the –4 despite the item's abilities, and temple sword is otherwise equivalent to longsword while doing what the author wanted (being a monk weapon for flurry, etc).

A Jian is a specific Chinese style of longsword; I'm sure the type of weapon was chosen to be accurate to the intended visual (a temple sword is a very different thing apparently based on a weapon from India). The Blade of the Sword-Saint is similarly a weapon with special powers for Monks that does not give Monks proficiency in its use.

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

Eric Morton wrote:

I may eventually publish a book of magic staves similar to this one, so I'm curious to know what voters thought about it.

Staff of the Hidden Blade
Aura moderate illusion; CL 8th
Slot none; Price 16,745 gp; Weight 5 lbs.

Description
This walking stick is a scabbard that conceals a matching sword. It functions as a +1 sword cane that grants proficiency in its use to any wielder proficient with short swords. The staff allows the use of the following spells, but only when its matching sword is sheathed within it:

  • disguise self (2 charges)
  • invisibility (self only, 2 charges)
  • mirror image (2 charges)
  • ventriloquism (2 charges)
A creature with the ki pool ability can cast any spell from this staff as if that spell was on the creature's class spell list. The creature may choose to cast that spell without consuming any charges from the staff by instead spending 1 ki point per charge that would otherwise be consumed.

Construction
Requirements Craft Magic Arms and Armor, Craft Staff, disguise self, invisibility, mirror image, ventriloquism, creator must have the ki pool ability; Cost 8,545 gp

*This was actually priced correctly down to the gold piece assuming that all the ki benefits added nothing to the price. However, especially in this case where the staff allows the user to spend ki instead of charges, the price should have been increased by a noticeable amount (consider a staff that allowed the user to spend spell slots instead of charges as an added ability to see why).

*Unlike the other ki staff/staves, this one seems to be for a ninja instead of a monk, based on the spells. Unfortunately, unlike monastic staff which told you how to calculate all the DCs but then DCs didn't matter, this one doesn't explain how to calculate CL and DC for a ninja (so I suppose they default to minimum?)

*Outclassed in most regards by the monastic staff

Sczarni RPG Superstar 2012 Top 32 , Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

These were just my thoughts during voting:

Monastic Staff - On my keep list. Odd choice of spells. Price/cost incorrect.

Skewer Shield - Just didn't like this one. Allows wielder to insert any magic weapon they would not be proficient in and still get the bonuses from it. Hey buddy, lets load that huge two-handed sword in your shield and fire it! Levitate missing from requirements. Price/cost incorrect. +1 light steel shield.

Catapult Ring - On my keep list. Melee touch for an unwilling target was a bit much for me. Damage seemed off to me, should be based on distance traveled/height or something. Huge should use 3 charges. Seemed too cheap.

Living Copperthread Net - Very monster in a can. Had a laugh when I thought of this being used in battle.

Shield of Compassionate Radiance - Limited usage and very restricted. Needed feat and spells for reliquary added to construction requirements. Price/cost incorrect.

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

The Golux wrote:

I have detailed breakdowns on the pricing and some of the other things. I'm pretty sure that aside from the non-caps on the item name the formatting is impeccable... I get the general impression that otherwise it was just too boring for anyone to like.

Staff of entwined elements
Aura moderate conjuration and evocation; CL 11th
Slot none; Price 98,550 gp; Weight 5 lbs.

Description
Formed from lengths of ivory, oak, copper, and basalt, braided together by craft and magic, the staff of entwined elements is topped with a crystal orb containing a white continual flame. It functions as a +1 quarterstaff, enhanced only on the orb end, and allows the use of the following spells:

  • Lightning bolt (1 charge)
  • Scorching ray (1 charge)
  • Acid fog (2 charges)
  • Cone of cold (2 charges)
  • Elemental assessor (Chronicle of the Righteous)(2 charges)

While a target is under the effect of the staff's elemental assessor, the continual flame on the staff's head changes color based on the element of the ongoing damage (red for fire, yellow for electricity, green for acid, or blue for cold), and attacks with the staff's enhanced end deal an additional 1d6 damage of that type. While this effect is ongoing, the duration can be extended by expending charges from the staff (a swift action) at a rate of one minute per charge.
When casting any spell besides elemental assessor from the staff, an additional charge can be expended to change the spell's descriptor and damage type to any one of fire, electricity, acid, or cold. This does not change the spell's casting time.
In addition to the normal method of recharging a staff, the user can restore one charge per day to this staff by expending one use of an elemental metamagic rod or greater elemental metamagic rod.

Construction
Requirements Craft Magic Arms and Armor, Craft Staff, Elemental...

*When it says "additional," does it mean its another option or that the staff can gain 2 charges per day by using the rod in tandem with a spellcaster?

*Wording issues, passive voice.

*I'm torn on this one between neutral and weak reject.

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

mechaPoet wrote:

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

*Some of the listed maneuvers aren't performed via a weapon of any kind, so the conditional bonus doesn't work for them.

*The automatic success of the sticky honey is also concerning compared to the numerous other sticky armors and disarming shields we received this year.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8 aka Jiggy

Clockstomper wrote:

-> I know the pricing is awful... and the CL typo below is inexcusable...

Breakaway Sword of Beguiling
Aura Moderate Enchantment; CL ZZth
Slot none; Price 350 gp; Weight 2 lbs.

Description
This sword is a fragile, gaudy stage prop until an opponent attempts to strike the wielder. Such opponents must make a DC 11 Will save or believe the sword is a powerful artifact linked to their personal heritage, religion or family. Failed saves cause the attack to be converted to a steal manuever, dropping held objects if necessary. This manuever provokes an attack of opportunity as normal (if the theif does not have Improved Steal and the wielder of the sword otherwise threatens, such as by holding a dagger or the held charge of a touch spell in their other hand).

The attacker must attempt to use the sword on their next turn, with the penalty of an improvised weapon applied to their attack roll. If the sword hits, it gains the broken condition and does 1d2 non-lethal damage with no strength bonus applied. The delusion only persists for one attack, and the sword may be dropped as a free action immediately afterward. After 24 hours, the sword automatically mends.

If the owner has the Hex class feature, they may substitute their Hex DC for the Will save above. If the owner has ranks in Perform (Acting), the base DC rises to a 14 Will save and adds the wielder's Charisma modifier as a bonus. This effect is a mind-affecting compulsion.

Construction
Requirements Construct Arms and Armor, Beguiling Gift, Disguise Self; Mending Cost 175 gp

Every magic weapon must be at least a +1 weapon, but you've given us no such stats.

Things that control the player's future actions aren't fun, and can sometimes self-implode. (What if there are no enemies left by then? Do you stab yourself?)

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

GM_Solspiral wrote:

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 liked the ram theme, but there were a lot of wording issues, and the last paragraph is particularly hard to parse.

*The figurine of wondrous power-esque long-term summoning is really weird on a weapon; I'd have liked to see that swapped for something else, or perhaps cut to make the last paragraph clearer.

*Keep the ideas coming; with more polish, who knows what could happen next year?

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

OK, let's get started. These tend to be my general thoughts on each item. I honestly don't look that carefully at pricing; I know it can be important, but I tend to use it more as a tie-breaker, since I'm more concerned with overall idea (and, I suppose because I'm OCD, style).

Windpath Razor
I was part of Garrick's review team, so I'd seen this one before. Looking back, I wonder if it was partly too sparse in wording? I suspect not everyone liked the action as part of the unsheathing either...

Rod of Versatile Channeling
You start off on a bad foot with me, with the all-capitalized name and then saying the rod "appears to be" something. If that's what it appears to be, what is it in reality?

Switching types of energy channeled is OK. It feels like it's taking away something Pathfinder dictates as a specific choice, but it's only three times a day.

However, how does the cleric know if the wielder is a necromancer? If someone casts create undead once, do they qualify? This is a real value judgment that changes with each person who uses the rod. Saying the rod works this way, but in all these other cases, it works another way also is an odd construction that makes it counterintuitive to use, IMO.

Alchemist's Retort
I thought this was a strong entry. I like the “patchwork of scorch marks and corrosion”: Nice visual. I think my biggest complaint is it feels like an alchemical/mechanical item as much as a magic item.

Enlightened Jian
I really disliked items that let you substitute one ability modifier for another, so you were off to a really bad start for me. This felt like someone who thought the monk was too MAD and wanted to solve that problem.

Mail of Ash Woven Ramparts
Names a bit of a mouthful. I see a version of “to be” in the first sentence, but the second sentence is a very nice visual.

I like the idea of effectively creating a fog cloud where you go, and even having it fill in the area. That was neat. I thought the bit about needing an overrun to escape the smoke was a bit odd, though. That just didn’t quite gibe for me. That said, I can see why my PBP player was curious about this item.

Grave-Nettle
Unfortunately, I wasn’t a fan of this one (sorry, Tothric).

The name should be bolded, and the aura should be lowercase. I also don’t believe it needs the additional evil descriptor. On weight, if it’s just 1 pound, you don’t need “lbs.” to be plural. Your spells should be lowercase and italicized, and need spaces before the parenthetical. (Also, you can just write lesser animate dead.)

I thought the wording on this was confused. It seems to be basically a create-undead at will, which seems overpowered. As far as I can see, there’s no limit to how many zombies it can have created at a time, just how many the user can potentially control.

Staff of the vineyard
Excellent description of the staff.

This has solidly chosen spells for the theme, but I think it just needed a power with more oomph. As is, none of the abilities wow me (create food for one person, plus a boost to goodberry and a tweak to entangle) and they begin to feel a bit SAK to me. I think this was going in the right direction, it just needed a bit more juice.

Angazhan’s Bloodthirsty Spear
Right off the bat, the name raises alarm flags for me, as it feels like it’s going to be an artifact, literally the demon lord’s spear. You actually completely avoid that trap, however, so that’s good. 

Typically, magic items lead off with the description, while this concludes with it. Looking at the description, you’ve got some good visuals, but the writing is passive: “This spear is made of…” The tears of blood also kind of ick me out; while not gory per se, I think that’s treading the line where it feels as if it’s done mostly for shock value.

I’m torn on the power. On one hand, I feel like it’s mostly a numerical bonus, but one that I have to keep track of constantly. On the other hand, critical hit confirmation rolls are, I think, a decent area to play around with. Having it give an extra boost – sort of a cleave – when it then does successfully crit is nice. However “standing behind” isn’t really Paizo’s style, because the characters are assumed to be moving around during combat. I get what you were going for, but I’d look for how Paizo words something of that nature.

Chrysalis Carapace
You also already have had my thoughts, Headkase. I mostly thought this just needed to do a little bit more.

Dirk of Treachery
Sorry, haladir, this is another one I wasn’t a fan of. It’s basically flat-footed bane, but that’s just kind of piling on a character that’s already likely in some trouble. In addition, I didn’t like the secondary power. “GM’s discretion” raises alarm flags and it makes me think it’s intended more for double-dealing NPCs. You say it’s meant to be a dagger you can use to kill your friends, but I don’t expect my PCs to be doing that at all.

OK, I think that's a good start. More when I get to them...

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

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Kreniigh wrote:

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 wish the author had connected this thing to tooth fairies. That could have been awesome.

*What is a creature's "language" when it's multilingual. Consider kitsune, who speak Common and Sylvan. There are many other examples.

*The attack power is basically magic missile with an added benefit for collecting large teeth.

*The author had a cool thematic idea about collecting teeth in the rod, but they lost me with the SiaC-ish powers. I think they have what it takes to come back next year, keep the thematics, and bring more interesting abilities. But for this year, Reject.

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

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Kigvan wrote:

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

*Basically wondrous, totally untied to being an armor.

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

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Petty Alchemy wrote:

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 gp

I'm going to spoiler my own thoughts as I don't want them to affect any feedback.
** spoiler omitted **

*Formatting issues, and basically a 1/day spell in a can with a small twist.

*Great name, but not exciting. I wanted this item to actually steal another's sight and use it for yourself, and gain the vision-based senses of the target.

*Creepy eye mootif is nice, but it's not enough to make we want to add it to a game.

*Missing italics, spell name not referenced properly, spell-in-a-can.

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

Roy Wagner wrote:

Keen to get some feedback!

Thieving Buckler
Aura moderate conjuration; CL 9th
Slot shield; Price 6150 gp; Weight 5 lbs.
Description

The 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

*Formatting and wording issues. Price/Cost don't match.

*Items don't "have a habit," but this buckler also apparently "takes a liking;" is it intelligent?

Scarab Sages Modules Overlord

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Mark Seifter wrote:
Petty Alchemy wrote:
The Mark Seifter train has no brakes it would seem.
No human being could rate items at that speed. I'm just copy/pasting the ratings already given.

That said, Mark IS an unstoppable force of rules analysis!

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

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Mark Nordheim wrote:

Dimensional Skewer

Aura strong conjuration; CL 13th
Slot none; Price 30,305 gp; Weight 9 lbs.
Description
The shadowy, twisted haft of this +3 longspear subtly ripples the surrounding air. Whenever the wielder strikes a target with the skewer, she can choose to warp space so that the target’s body becomes the point of origin for her subsequent attacks. A creature that succeeds at a Will save (DC 20) negates the effect and is immune to this ability for 24 hours.

Instead of inflicting a normal wound, this ability creates a three-inch wide shimmering black vortex on the target’s flesh. A similar vortex engulfs the tip of the skewer. Thereafter, whenever the wielder thrusts with the haft of the skewer, the tip emerges from the vortex on the target. The wielder threatens all squares within 5 feet of the target, excluding the target’s space. She can attack any creature in this threatened area with the skewer, provided she has line of sight to the creature. She cannot attack creatures in the normal reach of the skewer while the vortex persists.

The wielder can dismiss the vortex at any time. It persists for a maximum of one minute.

Construction
Requirements Craft Magic Arms and Armor, teleport object, twisted space; Cost 15,305 gp

*So a normal +4 longspear would cost 32,305, meaning that the extra power was priced less than a +1 equivalent. However, the extra power is crazily good, as is often the case with weapons this year, when used on an ally. It doesn't do any damage and is usable at will, so you can assume you can just spam this on an ally and have it always active. This then allows the ally, which could be a lower-value ally whose actions are less useful like a familiar or summoned critter, to move around and let the wielder just full attack from wherever she wants that can see the fight. Heck, she could be standing in another room or even another country with a scrying mirror and some mai tais, sending faceless mooks over and full attacking through them. The ally doesn't even need to stay in full attack range; it can move up and ready an action to leave the danger zone after the wielder full attacks, and the wielder has delayed to go right after the ally anyway, full attacks, readied action triggers, and the two maintain their adjacent initiatives for the same tactic in future rounds.

Star Voter Season 7, Marathon Voter Season 8

Mark Seifter wrote:
The Golux wrote:
Staff of entwined elements
*When it says "additional," does it mean its another option or that the staff can gain 2 charges per day by using the rod in tandem with a spellcaster?

Yes, it can gain a maximum of two charges a day, one by each method. I was going based on some of the ACG Staves being able to gain two charges in a day as a way to try to make staves more convenient.

Quote:

*Wording issues, passive voice.

*I'm torn on this one between neutral and weak reject.

Yeah... I don't have a problem with passive voice, so I have a harder time noticing it to remove to please other people. And after thinking for a while I kind of expected the reception of this to be blah... It's more found-in-book-quality than superstar, I think.

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

James Raine wrote:

Phantom Guardian’s Ring

Aura moderate evocation; CL 7th
Slot ring; Price 12,000 gp; Weight

Description
Speaking the command word for this ring causes your words to form into a ghostly projection of yourself. The projection is Medium-sized (regardless of your current size) and occupies one empty square within 30 ft., standing on the ground in that space.

The projection can make one attack of opportunity per round. It threatens squares around it and deals damage as if it were wielding a masterwork longsword. It uses your base attack bonus and ability scores to determine attack and damage rolls, but does not actually possess those attributes: it is not alive and is little more than a projection of your spirit. It cannot be damaged or struck by attacks, cannot speak, and remains stationary other than to make attacks of opportunity against creatures that pass. It uses your senses: if you can sense something, so can the projection.

The projection does not block line of sight or effect. A creature can move into or through the projection’s space without penalty and without making an overrun attempt, though the projection will make an attack of opportunity if it is able.

A projection can benefit from flanking and can flank an opponent with you or your allies.

If you wield an enchanted melee weapon, the projection’s longsword is instead a weapon of the same type (i.e.: a longspear, light mace, or greatsword), and the projection’s weapon shares your weapon’s enhancement bonus. If you wield an enchanted shield, the projection may make a number of attacks of opportunity each round equal to the shield’s enchantment bonus.

The projection remains for one minute before fading.

A phantom guardian’s ring functions three times each day.

Construction
Requirements Forge Ring, spiritual ally; Cost 6,000 gp

*This is basically a spiritual ally with some modifications like immobility that make it a bit less useful and scaling based on the wearer and her weapon that make it more useful.

*The weirdest part of the item is that the number of AoOs is based on the shield's enhancement bonus. Why should wearing a shield give more AoOs? There's no explanation offered, and it doesn't really fit with shields in the game.

Sczarni RPG Superstar 2012 Top 32 , Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

2 people marked this as a favorite.

These were just my thoughts during voting:

Jailbird's Sweetheart - Much too cheap since it appears to bypass teleportation blocking effects. I didn't like much of the descriptive text in this one. "Virtually begs" really? The attuning was foolish. Price/cost incorrect.

Weapon Trap Shield - Didn't like there was no save to avoid. Didn't like the disarm and associated mechanics. Priced too low.

Ragathiel's Regalia - No mechanics for being adamantine and mithral. Very spell in a can. Price/cost incorrect. +3 full plate.

Perpetual Vortex Staff - Didn't see this one. Most likely DQed for not being a staff as Jiggy posted.

Raven Leather - Was on my keep list at one point. Cool visuals, but very spell/monster in a can. Price/cost incorrect.

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

The Golux wrote:
Mark Seifter wrote:
The Golux wrote:
Staff of entwined elements
*When it says "additional," does it mean its another option or that the staff can gain 2 charges per day by using the rod in tandem with a spellcaster?

Yes, it can gain a maximum of two charges a day. I was going based on some of the ACG Staves being able to gain two charges in a day as a way to try to make staves more convenient.

Quote:

*Wording issues, passive voice.

*I'm torn on this one between neutral and weak reject.

Yeah... I don't have a problem with passive voice, so I have a harder time noticing it to remove to please other people. And after thinking for a while I kind of expected the reception of this to be blah... It's more found-in-book-quality than superstar, I think.

So, Owen mentioned how this is similar to technical writing. That's why passive here is not just for feel or "pleasing other people." It can actually create ambiguities because of the lack of subject.

For instance, just to make a quick example, consider this item:

I Just Made This Up wrote:

Rod of Stone Block

The wielder of this rod can make a stone block blocking a corridor. The stone block can be removed from the corridor as a standard action.

Who can remove the stone block? The wielder, using magic? Anybody by grabbing it?

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

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Thanks All :)

Shillelagh of Legions
Aura strong conjuration and transmutation; CL 12th
Slot none; Price 82,000 gp; Weight 5 pounds
Five electrum wires bind black flames between two caps of oak and mistletoe to form a crooked staff. Wisps of astral energy occasionally escape releasing a burnt-citrus smell. The shillelagh of legions maintains an extra-dimensional rift with its summoned creatures allowing the wielder to enhance their actions.

This staff allows use of the following spells:

  • Animal aspect (1 charge)
  • Blink (1 charge)
  • Magic fang (1 charge)
  • Mirror image (1 charge)
  • Summon monster VI (outsiders only) (3 charges)
  • Summon nature’s ally VI (outsiders only) (3 charges)

Creatures summoned from the shillelagh receive bonuses when working as a unit. A ‘legion’ creature gains a +1 bonus to attacks for every other legion creature attacking the same target. Treat this as a flanking bonus (maximum +4). If more than two creature’s successfully hit the same target in a round, astral energy pours from the open rifts dealing an additional 1d8 points of energy damage.

The wielder can cast spells with a target of “You” on a legion creature instead of himself even if the spell would not normally work on the creature’s type. The wielder can target the creature with touch spells from up to forty feet away. Unless these spells are cast from the staff, this drains one charge.
A legion creature’s strikes can deliver the wielder’s touch spells. The wielder casts the spell as normal, draining one charge of the staff. The creature makes a single melee attack and if successful the attack deals its normal damage as well as the effect of the spell.

Construction
Requirements Craft Staff, Outflank, animal aspect, blink, magic fang, mirror image, summon monster VI, summon nature’s ally VI; Cost 41,000 gp

I'll be back after finishing comments on the Top 32.

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

lair-master wrote:

Mummer’s Slapstick

Aura faint illusion and enchantment; CL 5th
Slot none; Price 24,350 gp; Weight 3 lbs.

Description
This +1 club is spattered with brightly-colored paints and encrusted with gems made of paste. It was created by a fool who used it to thrash her foes in the fighting pits while keeping the audience in stitches.

Once per day, as a standard action, the wielder can brandish the club and make it appear to be something hilarious, such as a giant carrot, pink flamingo, or anything else imaginable. Any intelligent creature within 30 feet who witnesses this sight gag must make a Will save (DC 13) or burst into a fit of irrepressible laughter for 1 round. Laughing creatures can only take a move action but can defend themselves normally.

Each round after using this ability, the wielder can spend a standard action to attack a laughing creature. On a hit, as a free action, the wielder can make a Perform (comedy) check to extend the laughter of all creatures watching for another round. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. The DC increases by +5 with each additional check.

The creature hit stops laughing and must make a Fortitude save (DC 13) or become dazed for 1 round. A lump rises on the dazed creature’s head as illusory birds flutter around it.

Construction
Requirements Craft Magic Arms and Armor, daze monster, disguise self, hideous laughter, creator must have 5 ranks in Perform (comedy) skill; Cost 12,175 gp

*Joke item, and while it does involve whacking someone, the point of it is how ridiculous it is that someone is using this item to whack someone, making it pretty non-weaponlike.


I think the CL 3rd killed me. I swear it was not a converted wondrous item. I just completely forgot Craft Magic Arms and Armor required CL 5th. Otherwise, I don't think it was too bad for throwing it together in under an hour.
(Edit: I just now realized I capitalized the entire name.)
HERMETIC ARMOR
Aura faint transmutation; CL 3rd
Slot armor; Price 5,415 gp; Weight 20 lbs.
DESCRIPTION
On each of the studs of this +1 studded leather armor is inscribed an alchemical symbol. The whole suit of armor occasionally gives off ambient smoke and caustic liquids drip from creases in the leather.

Three times per day as a standard action a stud may be pulled off the armor and thrown as an alchemists bomb, dealing 2d6+3 fire damage, plus 5 splash damage.

In addition, up to three times per day as a standard action the armor can create an acid flask, alchemist fire, antitoxin, smokestick, sunrod, tanglefoot bag, thunderstone, or tindertwig. If the wearer has the swift alchemy class feature, he may create (and throw, if applicable) these alchemical items as a swift action.

Lastly, the armor gives partial protection from harmful contagions, granting a +2 bonus on saving throws against disease and the sickened and nauseated conditions.

CONSTRUCTION
Requirements Craft Magic Arms and Armor, alchemical tinkering, resistance, creator must have the bomb class feature and 5 ranks in the Craft (Alchemy) skill; Cost 2,795 gp

Paizo Employee Designer , Marathon Voter Season 6, Star Voter Season 7

metid wrote:

Riftcarver Bow

Aura Moderate Evocation and Transmutation; CL 8th
Slot None; Price 35,375 gp; Weight 2 lbs.
Description
This +1 adaptive composite shortbow is roughly hewn from multiple large pieces of dark rock, but feels as though it is the same weight and balance as one made out of wood. Its bowstring is thickly woven from giant’s hair. This bow was originally crafted by dwarven druids to topple their giant foes.

When an arrow is pulled back in this bow, the rock limbs give out a low groan and easily stretch backwards, and the user can feel small tremors building in the projectile. As a standard action, the wielder of a riftcarver bow can choose to make a ranged trip attempt against a single target using any arrow. The user can make up to 5 successful trips per day (failed trip attempts do not count against this number). Alternatively, 3 times per day the wielder can use the ground breaker barbarian rage power (APG 76) (DC 14 Reflex) by attacking a square with the riftcarver bow. This ability creates roughly carved chasms in the ground, with protruding vicious spikes of stone, causing 2d6 piercing damage to any who fall on the difficult terrain (DC 14 Reflex for half damage).
Construction
Requirements Craft Magic Arms and Armor, Stone Call, Greater Thunderstomp; Cost 17,500 gp

** spoiler omitted **

*Formatting and wording issues. Price/Cost don't match.

*For the ground breaker ability, presumably the target square counts as the barbarian's square and so it hits that one and the eight adjacent? It doesn't really say.

*The weirdest part is that ground breaker has a set DC, and the item parenthetically lists a different one without clarifying, so I guess it replaces it?

*By "alternatively," does it mean that this is instead of the five successful trips? How do you reconcile between the abilities if you have used some of the trips? Just the first time you use one, you can't get to the others?

*The item's description doesn't exactly inspire a vivid mental picture in my head, and the origins of the item feel tacked on.

*The trip attacks don't really grab me, but creating simple pit traps, following by making a target trip into them has all sorts of tactical potential.

*Do I get five uses of a special ability, or three of another? Can I do both? Are they tracked separately? How deep are those chasms? Do I have my APG handy to reference this ground breaker rage power?

Star Voter Season 7, Marathon Voter Season 8

Mark Seifter wrote:
The Golux wrote:
Mark Seifter wrote:
The Golux wrote:
Staff of entwined elements
*When it says "additional," does it mean its another option or that the staff can gain 2 charges per day by using the rod in tandem with a spellcaster?

Yes, it can gain a maximum of two charges a day. I was going based on some of the ACG Staves being able to gain two charges in a day as a way to try to make staves more convenient.

Quote:

*Wording issues, passive voice.

*I'm torn on this one between neutral and weak reject.

Yeah... I don't have a problem with passive voice, so I have a harder time noticing it to remove to please other people. And after thinking for a while I kind of expected the reception of this to be blah... It's more found-in-book-quality than superstar, I think.

So, Owen mentioned how this is similar to technical writing. That's why passive here is not just for feel or "pleasing other people." It can actually create ambiguities because of the lack of subject.

For instance, just to make a quick example, consider this item:

I Just Made This Up wrote:

Rod of Stone Block

The wielder of this rod can make a stone block blocking a corridor. The stone block can be removed from the corridor as a standard action.
Who can remove the stone block? The wielder, using magic? Anybody by grabbing it?

...Good point. I think some of it is that (as you can see) I was up hard against the word limit, but the elemental enhancement power and metaelemental power would be better phrased as "the wielder can expend an additional charge" rather than "an additional charge can be expended."

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