
Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

Found it!
Rerouting shield
Aura moderate conjuration; CL 10th
Slot Shield; Price 41,970 gp; Weight 15 lbs
Description
This polished +2 heavy steel shield is perfectly round and has golden runes engraved ont its rim. When the wearer of the shield is aware that he is the target of an attacl, the shield can become a one-way portal that redirects the attack to another target. Activating this ability is an immediate action that must be used before the attack role is made. The new target of the attack must e within 30 ft. of the wearer and in line of sight. The AC of the new target is used to see if the attack hits. This ability can be used three times per day.Alternatively, once a day, the shield's wearer can make a bull rush manoeuvre against one creature to force it to enter a one-way portal. When this ability is used the wearer of the shield gets a +4 bonus to his CMB. If the manoeuvre is successful the creature reappears up to 30 ft. of its initial position in any direction that is within line of sight of the wearer. The creature cannot reappear in solid objects and if no free space is available the attempt automatically fails. When using this ability the wearer of the shield cannot move with his target. A creature can decide not to resist the bull rush.
Construction
Requirements Craft Magic Arms and Armor, dimension door; Cost 21,070 gp
*Wording issues.
*Yet another shield that automatically redirects attacks. What kinds of attacks does this redirect? It seems ones that require attack rolls, but all such attacks?
*When the item says "alternatively," does it mean "additionally" or that you can trade the 3 uses of the redirection for 1 use of the super bull rush? Or does it trade 1 of the 3 uses (but only 1/day)?
*There's a lot of possibilities for how this works.

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

Rod of Illusory Casting
Aura none (see below); CL 5th
Slot none; Price 5,000 gp; Weight 3 lbs.Description
This thin ebony wood rod is tipped with a shaft of white cedar. It allows the wielder to make illusions seem real, and spells that create tangible effects seem illusory. Three times per day, as part of casting a spell, the rod cloaks your verbal, somatic and material components in illusions that mask the spell being cast. Focus and divine focus components are not affected by cloaking a spell. When casting an illusion, pick any non-illusion spell on your spell list. When casting an non-illusion spell, pick any illusion spell on your spell list. Successful Spellcraft attempts to identify the spell you’re casting instead reveal the chosen spell. Cloaking a spell without a type of component can create false words, gestures, etc. Similarly, cloaking a spell as one that lacks a type of component will hide components under illusions.
The cloaked spell also responds to divination magic as if it had the aura of the chosen spell. For example, casting mislead and cloaking it as false life will respond to detect magic or arcane sight as a necromancy spell. The actual effects of the spell cast do not change, so casting a fireball spell cloaked as an invisibility spell will still produce a globe of fire, etc. The rod itself radiates no magic of any sort.Construction
Requirements Craft Rod, magic aura, major image, misdirection; Cost 2,500 gp
*Since the effect automatically foils Spellcraft and divinations, at high levels, it would seem a spellcaster could just buy a collection of these and be effectively immune to enemies figuring out what spell's going on.
*With its usages and modifications of spells, it's similar to an underpriced non-scaling-priced metamagic rod for a new metamagic feat.

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Disruption Disc
Aura faint abjuration and conjuration; CL 5th
Slot none; Price 2,709 gp; Weight 4 lbs.
Description
This plate-sized metal discus functions as a +1 throwing shield when thrown, but without any special weapon qualities.
A disruption disc will attach to an arcane spellcaster if the attack roll equals or exceeds the spellcaster’s touch AC. (It deals damage if the attack roll also equals or exceeds the target’s standard applicable AC.) Up to five discs may be attached to a single target--each disc adds a cumulative 10% spell failure chance to the target’s arcane spell casting. In addition, the target gains a +1 bonus to AC for every two attached discs. This bonus is treated as an armor bonus that stacks with existing armor bonuses, including those from other discs.
A disruption disc clings to its target for 1d4 hours. The most recent wielder of an attached disc can remove it by hand; no other physical means will remove it. Dispel magic will remove attached discs; treat all discs attached to a creature as one magic item. (Unattended discs, or discs merely carried by a creature, are treated individually.) The DC for the dispel check is 11 + the highest caster level of an attached disc + 1 for every attached disc beyond the first. A successful check suppresses the magical properties of all attached discs for 1d4 rounds as normal. Discs that are suppressed cannot attach to targets, and will fall off if already attached. They do not re-attach automatically when the dispel effect ends, though they may be used again.
Construction
Requirements Craft Magic Arms and Armor, dispel magic, glue seal; Cost 1,459 gp
Note: The price and cost I originally submitted were not computed correctly; I simply had the price (2,500 gp) double the cost.
Pros
- Correct formatting (I think)
- Reasonably simple mechanics
- Makes use of an underused mechanic (arcane spell failure)
- Hopefully somewhat original
- Useful to wielders
Cons
- Should probably be +1 light steel throwing shield; maybe should cite Ultimate Combat as source of throwing shield
- Probably too costly for something that a PC would want in multiples.
- Possible 10% each round (typically) is probably not significant. A disc that gave a 20-25% failure chance with only 1-2 being attachable might have been better.
- Probably rather bland

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

So how does this work? Lean over, extend neck... One swift slice, please!
Dwarven Armor of Exploration
Aura faint transmutation; CL 7th
Slot armor; Price 17,000 gp; Weight 10 lbs.
DescriptionThis +1 mithral chain shirt is particularly useful to underground explorers looking for new caverns, dungeons or mineral veins. When underground, the wearer may assume the form of a mud-like fluid with a verbal command. While in this form he gains the ability to enter the tiniest cracks in bedrock and move at 10 feet through solid stone. Conversely, this form is not suited to open spaces and imposes a Climb check penalty of -20. This form is also maneuverable underwater, granting a swim speed of 20 feet with the current but only 10 feet otherwise. For the duration of this form, the wearer is granted the earth and water subtypes and is able to detect the amount and type of any mineral within 60 feet. However, while in this form he may not cast any spells with a verbal, material or somatic component, nor physically attack another target.
Lastly, the wearer can attempt to merge in with the background, deflecting attention from himself. He gains a +10 circumstance bonus to Disguise checks to look like mud while moving, improving to +20 if he is still. Creatures with the dwarf subtype add a +5 to the bonus. The transformation to and from the mud form is a full-round action. The wearer can activate this feature any number of times a day, providing the total daily usage does not exceed 5 minutes. Time spent transforming to or from the mud form does not count against this total.
Construction
Requirements Craft Magic Arms and Armor, elemental body I, locate object, creator must be a dwarf: Cost 8,500 gp
*This seems like a mudform wondrous item shoe-horned into an armor.
*Measured in combat rounds, it takes a long time to get to the daily usage limit.

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

My item:
** spoiler omitted **
Now, I already know I made two mistakes in development, so if I were to address those, I'm interested in feedback on the meat of the idea:
Gnome Splat-Pelter
Aura...
*Formatting issues. Price/Cost don't match.
*So this is basically a sling that takes longer to reload than a sling, since it can't fire bolts, except it uses your proficiencies in heavy crossbow. Clunky.

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

BLACK-AND-WHITE SWORD
Aura moderate illusion; CL 9th;
Slot none; Price 95,710 gp; Weight 4 lbs.DESCRIPTION
This +2 icy burst keen longsword is perfectly divided down the middle into two halves, one sooty black and the other platinum white. It sheds cool, silvery light when drawn. The black-and-white sword is able to overcome DR as though it were cold iron or silver. The damage from the icy burst property is only quasi-real; objects, and creatures that are immune to illusions, take only a single point of additional damage. If the wielder moves more than 5 feet on their turn, they take on an indistinct, colorless appearance, benefiting from the spell blur for 1 round. The sword has a shadowy power. When it is used to kill a living creature or destroy an undead, it acquires a charge. As a standard action, the wielder may brandish the sword and expend a charge to create a shadow evocation. The black-and-white sword may not collect or expend more than three charges in a day.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, blur, shadow evocation; Cost 48,110 gp
*Can the quasi real ice be disbelieved?
*The killing requirement is exploitable, but the real limit seems to be the three charges per day limit, but it's highly amibguous. It's either "NOT (collect > 3/day OR expend > 3/day)" or "NOT (collect OR expend) > 3/day).

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |
1 person marked this as a favorite. |

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 chain shirt is basically mithral.
*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

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |
2 people marked this as a favorite. |

I'd love some feedback if anyone has the chance:
Springheart
Aura weak transmutation, moderate evocation; CL 7th
Slot ring Price 850 gp
Description
Occasionally given as a token of affection by fey creatures, Springheart appears to be a dull green caterpillar tightly curled up in a spiral. When placed into the palm of a hand it uncurls, crawls to a free finger, and encircles it. After a few moments it brightens to a lustrous green and gold color. Springheart provides the wearer with 1 temporary hit point, replenished each morning at dawn. On command it begins a 2 round process - on the first round it uncurls, climbs to the end of a finger, and quickly wraps itself in a cocoon; on the next round it bursts forth as an incorporeal butterfly that departs to carry a message to a specific individual as Sending (but without a chance to fail if the recipient is on another plane.) The cocoon then crumbles to dust and Springheart is destroyed, while the incorporeal butterfly returns to the First World after delivering the message.If the wearer should die without having used the Sending power, one round afterward Springheart begins the process on its own, taking the sad tidings to the former wearer's dearest loved one.
Construction
Requirements Forge Ring, Virtue, Sending Cost 425 gp
*I like the inspiration behind this item and the attempt to go for the low-cost item
*There are formatting issues, and a one-shot SiaC like this doesn't fit for a ring (additionally, it's underpriced for a one-use SiaC sending without even taking into account the faster casting time (or the virtue)).
*Good mojo, but not on the execution. I'd like to see what you come up with next year. Reject.

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These were just my thoughts during voting:
Courtier’s Solitaire - Good visuals for boring skill point bonuses. Really didn't like the 2nd paragraph of abilities as it makes adventuring easy. Hey Paladin, why's your ring flashing? Because Wizard, they are lying, death to the deceivers! Heightened senses?
The Wing Smasher’s Hammer - The ability to remove fly, but not feather fall is odd. +1 stone warhammer.
Staff of the Hidden Blade - Didn't like how it grants proficiency if proficient in a short sword. Why? Ventriloquism was an odd spell choice.
Staff of entwined elements - Didn't like additional recharge mechanic. Odd requirements. Price/cost incorrect.
Honeycomb Cuirass - Disjunction of armor allowing bonuses to CMB. Price/cost incorrect. Didn't like the auto get stuck ability. And why would an Escape Artist get a weapon free?

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

Raw Meat Hook
Aura strong enchantment and necromancy CL 15th
Slot none; Price 59,324 gp; Weight 10 lbs.Description
This +2 wounding ogre hook has several wicked barbs along the side, used for impaling foes. It smells of rancid meat, a stench any ogre wouldn’t mind; this also led to its name, a simple one that most ogres can remember.
You gain the ability to grapple by impaling your target with the hook. The wielder can attempt a combat maneuver check to grapple his opponent as a standard action, provoking attacks of opportunity as normal. Due to the weapon's size, you cannot use it to grapple creatures more than 3 size categories smaller than you. You cannot use this weapon to attack while you are using it to grapple an opponent. While maintaining a grapple with this weapon you may only choose to move or do damage. When dealing damage to your grappled opponent, you use the raw meat hook's weapon damage (including bleed damage) rather than your unarmed strike damage. Each round the raw meat hook remains impaled in the target it deals an additional 1 bleed damage, as if dealt by the wounding ability. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple.
You may drop the weapon as a free action, ending the grapple, but the hook remains impaled in the target. Removing the raw meat hook is a full-round action that provokes an attack of opportunity and deals the weapon's damage to the impaled creature. While the grapple is maintained, the impaled creature must succeed on a combat maneuver check (DC equal to the opponent's CMD) in order to remove it.
Construction
Requirements Craft Magic Arms and Armor bleed, hold person; Cost 29,824 gpWill give feedback on others in a bit!
This item was on the lower brink of my Top 40 and was culled. That makes it one of the only items to not receive feedback from the judges, as I didn't provide feedback for brink items in my first pass. Ask me later and perhaps I'll provide some.

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

Shield of the Fallen
Aura Faint Necromancy; CL 5th
Slot Shield; Price 14,770 gp; Weight 20 lbs.
Description
This +1 heavy bronze shield has a flat face except for an embossed inverted V upon it. On command twice per day, the shield's wearer may use Deathwatch, as the spell except the area is a 10ft. radius emanation centred on the wearer which lasts 10 minutes. This effect ends if the shield is removed.Additionally, if the shield's wearer dies while holding the shield, their body will be held in a state of stasis, as the spell Gentle Repose. Unlike the spell, this effect only works if the person is wearing the shield at the time of the death, and will not work if placed on an already dead body. This effect lasts until the shield is removed from the body.
Originally created on a far flung world by a civilization of warriors known only as Spartans, older versions of this shield have been found with the phrase "Come back with your shield or on it" engraved on the inner side. These shields are now highly prized among warrior families as heirlooms, passed down to progressive generations from fallen parent to child.
Construction
Requirements Craft Magic Arms and Armor, gentle repose, deathwatch; Cost 7,385 gp
*Long reference to Sparta
*Price/Cost don't match
*Some odd adjudications

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Traitor’s Blade
Aura moderate conjuration and necromancy; CL 9th
Slot none; Price 28,302 gp; Weight 3 lbs.
Description
The corded hilt of this surprisingly heavy dagger writhes with tendrils of living darkness that dig into the wielder’s skin. The ensuing bond with shadows makes this +2 vicious dagger a potent weapon for those who wish to attack unseen without care for the consequences.
A traitor’s blade exists partially within the Shadow Plane and its wielder can cause the blade to bore between planes and attack from surprising angles. Three times per day, the wielder may lash out with a hidden strike at a target within 30’. The target is flat-footed against this strike. A traitor’s blade may also be activated as a free action as part of a full attack, in which case the target is unaware of the source of the hidden strike. A hidden strike is made at the wielder’s full base attack bonus, gaining all benefits of strength or precision damage, and the damage dealt by the vicious quality is increased to 4d6 for both the target and the wielder.
Construction
Requirements Craft Magic Arms and Armor, blade lash, enervation, haste, shadow weapon; Cost 14,151 gp
With that in mind, vicious had to be part of the weapon. I kept seeing folks ask why certain weapons had enervation on their construction requirements when it didn't seem like it fit, and I instantly bristled because I had to throw it in since I had chosen the vicious property. But having focused on that little finicky rule, I immediately messed up the pricing. Ah well.
In hindsight, I shouldn't have added the damage increase to 4d6, which should have increased the cost of the item well past 28k.
Shadow weapon was probably not the best choice of spell, but I got started late on my design, and I honestly slapped it on so my strike through shadow thing made more sense. With more time, a more appropriate spell might have come up.
Just as I was about to submit, I realized I should Google my title, and I immediately learned of a book that came out last year of the same name. With two hours before the deadline, I sent it in anyways, because I would rather have submitted than held back because I didn't have time to come up with a new name. A few IP comments in the thread worried me.
I'm not going to have time to critique even the top 32 until later this week, but I'm going to post this here anyways. Congratulations to all the winners and everyone posting in this thread too! This community is the winner!

Jon A Dedicated Voter Season 8 |

Rod of Resonance
Aura strong (no school); CL 17th
Slot none; Price 11,000 gp; Weight 5 lbs.
Description
This silvery metallic rod is engraved with varied depictions of musicians and musical instruments. The rod is activated by striking it against the ground, which causes it to vibrate for 10 minutes per activation. These vibrations produce a sub-audible tone that amplifies and enhances other sounds generated in its presence. Any spell with the sonic descriptor that is cast within 30 feet of the rod has its range extended, as though using the Enlarge Spell feat. In addition, the rod doubles the effective range of all bardic performances with an audible component initiated within 30 feet of the rod. The wielder activates the rod as a swift action. It can be activated up to three times per day.
Construction
Requirements Craft Rod, Enlarge Spell, shout; Cost 5,500 gp

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

Betrayer's Blade
Aura faint transmutation; CL 9th
Slot none; Price 32,702 gp; Weight 1 lb.Description
This +1 speed dagger is finely made with a red leather handle and a pommel embossed on both sides with the face of a regal man in profile. When a creature wielding this dagger makes a successful feint against a target, that target is also denied its Dexterity bonus to AC for the bonus attack granted by the weapon’s speed ability.Once per day, a creature wielding this weapon may use their Bluff skill bonus in place of their melee attack bonus while attacking with this weapon. If this attack follows a successful feint, the attack does an additional 2d6 damage. This effect only applies to the first attack, and not to the bonus attack granted by the speed ability.
Construction
Requirements Craft Magic Arms and Armor, haste, unprepared combatant; Cost 16,502 gp
*I actually liked how this one incorporated its speed in with its unique ability
*But it costs only 400 gp more than a basic +1 speed dagger, and 400 gp is just way too low of a cost to give to the other powers,

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

Here is my item. I appreciate any feedback and will try to share my thoughts on others' items as time permits. Thanks in advance!
Warbreaker’s Staff
Aura moderate abjuration; CL 11th
Slot none; Price 46,200 gp; Weight 5 lbs.
Description
First crafted long ago by an order of pacifists, this staff appears to be made from glass or crystal, but it is far sturdier. The staff allows use of the following spells:
• Dispel magic (1 charge)
• Sanctuary (1 charge)
• Shatter (1 charge)
Both dispel magic and shatter can only be used to target weapons. In addition to these abilities, the staff grants its wielder the Improved Sunder feat, ignoring any prerequisites. When used in a sunder attempt on a weapon, the staff ignores the first 5 points of the weapon’s hardness, and deals damage as a quarterstaff, with a +2 enhancement bonus to the damage roll. This ability functions even when the staff is out of charges. For all other attacks, including sunder attempts against items that are not weapons, the staff functions as a masterwork quarterstaff. When the staff reduces a weapon to 0 hit points, that weapon appears to transform into the same crystalline substance as the staff itself, before shattering into pieces.
Construction
Requirements Craft Staff, Craft Magical Arms and Armor, Improved Sunder, dispel magic, sanctuary, shatter; Cost 23,100 gp
*Wording issues. Price/Cost don't match.
*When a weapon gets crystallized, does that make it harder (or impossible) to fix via magic? There's wordcount to spare to explain.
*The abilities do fit together in an OK way though.

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

Ring of the Clockwork Sentinel
Aura moderate enchantment; CL 11th
Slot ring; Price 20,000 gp; Weight —
DescriptionThis heavy brass ring appears to be three thin rings joined together with a small clockwork face on top. Each ring is covered in ten runes and can rotate, clicking with each turn. The face is made up of two tiny rubies and an open brass rectangle resembling a mouth displaying a single combination of three runes at any given time.
To lock the ring and activate its powers, the wearer must spend one minute concentrating on a combination of runes from the three thinner rings and then rotate the rings to a different combination. Once locked, the ring can only be removed by the wearer rotating the three rings to the specified combination, break enchantment, limited wish, miracle or wish. If the wearer dies, the ring can be removed after one hour of trying combinations.
If a creature attempts to remove (or disarm) an item from the wearer’s possession without permission (no action to grant permission) the ring’s face animates and audibly protests, chirping and whirling for 1 round; it also constricts the wearer’s finger enough to waken the wearer from a normal sleep. The creature must make a DC 19 Will save or be unable to remove any items from the wearer for 10 rounds. This is a mind-affecting, compulsion enchantment.
Once per day, through a series of facial expressions and clicks the ring can provide the distance (clicking more frequently with proximity) and direction to the location of a stolen item. The item must be within 1 mile and have been in the wearer’s possession for at least 1 hour within the past 24 hours.Construction
Requirements Forge Ring, alarm, geas, locate object; Cost 10,000 gp
*There's too much absoluteness in this item. You could be up against a 20th level invisible mind blanked rogue, and the sentinel still always knows when that rogue tries to use Sleight of Hand (ignoring the Will save and the location power and focusing only on the protesting and wakening).

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

Talon
Aura moderate evocation; CL 7th
Slot none; Price 25,650 gp; Weight 7 lbs.
Description
This sturdy weapon acts as a +1 adaptive holy composite longbow.
Talon is embossed just above the hand guard with an emerald encrusted golden tree encircled in silver. Three times per day, Talon can generate an arrow of pure positive energy. When fired at a living creature this arrow will heal the target as cure light wounds (CL 5) empowered with additional positive energy from the holy aspect of the bow (1d8+5+2d6). This action resolves as a touch attack. If the archer has the ability to fire multiple arrows in a round then each arrow can be altered up to the maximum the archer can fire or the limit of three per day, whichever comes first. Each time one of these arrows is fired one of the emeralds turns clear. All emeralds are recharged with the next dawn.
If targeted at an undead creature, or other creature susceptible to positive energy, the arrow resolves as a touch attack and deals damage equal to its healing ability (Will DC 12 for half).
Construction
Requirements Craft Arms and Armor, warp wood, cure light wounds, holy smite, creator must be good; Cost 12,825 gp
*Formatting and wording issues. Price/Cost don't match.
*Yet another healing weapon.
*This one is a SiaC of CLW, though it does add the twist of multiple arrows and applying the holy effect as healing. The thing is, though, the holy property's extra damage isn't really related to positive energy at all. It's good-aligned destructive energy. If anything, the 2d6 should damage evil living creatures instead of heal them.

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

Here was mine. :P
Celerity Blade
Aura moderate transmutation; CL 9th
Slot none; Price 47,315 gp; Weight 2 lbs.
Description
Forged with an infusion of quicksilver and quickling blood, this +1 speed mithral longsword’s mirrorlike blade shimmers as droplets of mercurial liquid course from hilt to point. This weapon is nimble despite being a longsword, and functions as a light weapon. The crossguard depicts the visage of a quickling that changes expressions ranging from sneering at foes to smiling when blood is drawn.The celerity blade harnesses the energy of the fey creature and grants the wielder a charge attack that does not need to move in a straight line. The wielder’s base land speed is doubled while charging, leaving streaks of silver trailing behind.
This blade’s swiftness grants the wielder the ability to hide its movement from view, and on the first round of initiative targets are considered flat-footed whether they have acted in the round or not.
Construction
Requirements Craft Magic Arms and Armor, cat’s grace, lighten object, haste; Cost 25,815 gp
*Given the cost of a +1 speed mithral longsword, the other powers are costed below a +1, which is extremely underpriced, especially the ability to charge double distance in any path (since being around a corner is one of the only defenses against pounce, for instance).

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Here's my entry. Cobbled together at the last minute when my prior two ideas fell through for being SiaC for spells I didn't know existed.
RHEUMATIC ROD
Aura moderate necromancy; CL 9th
Slot none; Price 9,720 gp; Weight 1 lbs.
DESCRIPTION
Made from the femur of a humanoid creature, this rod is adorned with elaborate magical carvings. The thigh bone itself is worn and appears brittle, having been harvested from the body of an elder individual.
Once per day you can target a living creature with the rod, inflicting their joints with crippling pain. The target moves at half its normal speed (round down to the next 5-foot increment) and must make a DC 14 Fortitude saving throw or suffer penalties to Strength, Dexterity, and Constitution as if it had advanced to its next age category. The creature does not receive any of the bonuses from the new age category. The arthritic pain and penalties last for 1 hour.
The rod does not affect non-living creatures such as constructs or undead. Creatures without a skeletal structure, such as oozes, are also unaffected.
CONSTRUCTION
Requirements Craft Rod, sands of time UM; Cost 4,860 gp

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |
1 person marked this as a favorite. |

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 (
297294 words)
Aura moderate transmutation; CL 7th
Slot ring; Price 6,300 gp; Weight -
Description
This finely-braided steel ring is flanked with opposing humanoid and equine figures, their limbs entangled in the strands. It grants a +2 competence bonus on Ride checks and a -4 competence penalty on Survival checks to follow the wearer's tracks.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. The ipotane gains low-light vision, a +1 racial bonus to natural armor, a +4 racial bonus to Constitution (running and forced march) and Handle Animal (equines only) checks, and 1 temporary hit point for each hit die of the mount. She also gains speak with animals (equines only) at will. The mount's worn gear, not exceeding a light load, melds into the ipotane form. Separating is a full-round action, with the mount taking any hit point loss up to the amount it originally contributed, and the rider taking the balance of the loss and any persisting effects.
The ipotane treats her Constitution modifier as 2 lower when determining the effects of alcohol (GameMastery Guide, pg. 237). If merged with a non-combat trained equine, the hybrid receives a -2 morale penalty on Will saves against fear effects, which increases to -4 when facing dragons or...
This one didn't get a verbose enough critique from me for my liking, and then it was culled, so other judges didn't look at it. Ask me later and I'll try to expand.

Matt Banach RPG Superstar 2009 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Star Voter Season 8 aka Ezekiel Shanoax, the Stormchild |

Mimic Skin
Aura faint transmutation; CL 5th
Slot armor; Price 4,510 gp; Weight 15 lbs.
Description
This glistening gray +1 leather armor can change its shape and appearance up to three times per day upon command to assume the form of a normal set of clothing or a different type of armor, though it retains all its properties (including weight) when so disguised. The armor always has a rough texture, no matter what appearance it might present.
Once per day upon command the armor completely envelopes the wearer, assuming the shape and appearance of any object of the same size category as the wearer for up to 8 hours, so long as the wearer remains immobile and the wearer's body fits inside the mimicked object. The wearer gains a +20 circumstance bonus to Disguise checks when imitating objects in this manner.
Once per day upon command the armor exudes a thick slime that acts as a powerful adhesive for up to 1 hour. An adhesive-covered wearer gains a +4 circumstance bonus to Climb checks, CMD against disarm attempts, and saving throws against effects that cause the wearer to drop something held. Additionally, an adhesive-covered wearer gains a +2 circumstance bonus on combat maneuver checks to initiate a grapple, maintain a grapple, and pin a foe. Any enemy an adhesive-covered wearer grapples takes a -2 penalty on attempts to break or escape the grapple. Any weapon that strikes an adhesive-covered wearer becomes stuck unless its wielder succeeds at a DC 17 Reflex saving throw, and if stuck can only be pulled free with a successful DC 17 Strength check; this does not affect unarmed strikes or natural weapons. The wearer can dissolve the adhesive upon command.
Construction
Requirements Craft Magic Arms and Armor, alter self, resinous skin; Cost 2,410 gp

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These were just my thoughts during voting:
Deadeye’s Shepherd - Loved description. +2 adaptive composite longbow needed a Strength rating and later in the item +2 impact club. Found the weapon summoning a ram, while it fit the theme, a bit odd. Price/cost incorrect.
Rod of Ghost Teeth - On my keep list. Liked the visuals. Very spell in a can but done well.
Grandmaster's Plate - Didn't like activation or limitations. Price/cost incorrect.
Sightstealer Rapier - Kind of boring, but taking special sights of creature was a nice touch.
Thieving Buckler - Didn't like the description and mechanics. 2d4 hours of attuning = bleh. Price/cost incorrect.

Garrett Guillotte Star Voter Season 6, Dedicated Voter Season 7, Star Voter Season 8 |
2 people marked this as a favorite. |
Norgorber's Lens
Aura moderate conjuration and illusion; CL 10th
Slot shield; Price 24,155 gp; Weight 7 lbs.
Description
This smooth ebony +1 buckler is polished and worn so thin in one corner that the curved black stone forms a translucent lens 6 inches in diameter. The lens slightly magnifies the view from behind the buckler, but peering through the front makes everything behind it appear distant and distorted.
Three times per day when fighting defensively as a full-round action, the wielder of Norgorber's lens can plunge any melee weapon through the back of the lens, its point emerging anywhere in the wielder's line of sight within 30 feet as though the wielder was adjacent to the target.
Once per day, the wielder of Norgorber's lens can consume all remaining attacks to warp reality between himself and the buckler for a number of rounds equal to twice the number of attacks consumed. To all creatures in a 100-foot cone facing Norgorber's lens, the buckler appears to float in mid-air with the wielder hidden completely behind it regardless of his size, granting the wielder total concealment and the AC and Stealth bonuses of a Tiny-sized creature. Outside of the cone, the wielder retains his normal appearance and gains no benefits.
While this ability is active, the wielder takes up the same amount of space and may move and attack as normal; his weapons retain their normal size during an attack. The wielder is not considered invisible and may still draw attacks of opportunity. If the wielder takes damage while obscured by the lens, the effect immediately ends and all uses for the day are wasted.
Construction
Requirements Craft Magic Arms and Armor, dimension door, mislead; Cost 12,655 gp
On reflection, it ended up overwrought as I patched holes brought up by the pit crew rules lawyers instead of addressing the complexity that was generating them, and I ran out of time to scrap it or rework it any further. I'd heavily streamline and nerf the ranged attack option on a do-over. Pricing also got second-guessed into mush.
This went through about a quarter of the testing and modification of last year's item, which I thought was Real Progress in letting the original idea work on its own. :/
Shield of stonewall was a relief to see during voting as it provides the sorts of offensive + battlefield defense abilities I was going for. I got to quit worrying about making the Top 32 and feel a little validated in the space, especially considering the dearth of shields (and especially bucklers! seriously y'all, the heck are swashbucklers supposed to use if nobody's making bucklers) in the overall competition.

Bombadil Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8 |

Thundering Shield
Aura moderate evocation; CL 5th
Slot shield; Price 4,800 gp; Weight 15 lbs.
Description
This +1 living steel heavy shield is always designed with a large mouth stretching across the surface. The glossy green mouth can be anything from a needle toothed fey grin to the voluptuous lips of a goddess.
Once per day, on command, the mouth animates and yells with thunderous force. Every creature in a 15 foot cone must make a DC 16 Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not affected. The shield may be activated as part of a full round charge action, the origin for the cone is 10 feet from the start of the charge.
The ability of living steel to damage metal weapons is enhanced by the large mouth. The shield bites at metal weapons that strike it, increasing the requirement for those weapons to save against living steel on rolls of natural 1 and natural 2.
The phrase yelled by the shield is set at the time of creation, but may be changed with an hour of work and a DC 15 Craft Magic Arms and Armor check.
Construction
Requirements Craft Magic Arms and Armor, sound burst; Cost 2,400 gp

JK Ironak |
I didn't know much about items and item creation when I was writing this, and after reading other items I realized why it failed. I mostly wonder about critique of general idea, but if I won't mind if someone takes effort to critique it seriously :)
Ring of forgotten acquaintance
Aura moderate transmutation; CL 12th
Slot ring slot; Price 7,000 gp; Weight — lbs.
Description
This ring grants you a +5 competence bonus on Bluff and Diplomacy checks, but only against a person who's history you know (or guess correctly). You have to start the conversation with something akin to: "Don't I know you from..." and name an actually place/organisation etc. where the person used to live/work for. They will be, for a short while, convinced they met you before, but forgot all about you. The confusion and embarrassment will make the Diplomacy and Bluff checks easier.
Construction
Requirements Forge ring, eagle’s splendor, creator must be 12th level; Cost 3,500 gp

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 |

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These were just my thoughts during voting:
Dimensional Skewer - On my keep list. My only complaint was the inability to attack creatures adjacent to the wielder.
Phantom Guardian’s Ring - Didn't like the invincible projection. WAY UNDERPRICED! Invulnerable and gets a free copy of whatever magic weapon you wield?
Mummer’s Slapstick - Joke item, auto-downvote from me. Price/cost incorrect.
Pg 1 Complete
Riftcarver Bow - Minor mechanical flaws. History down-check. No Strength rating. Price/cost incorrect.
Rerouting shield - Not a fan of rerouting attacks. Poor spelling. Price/cost incorrect.

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

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
*Not a very interesting usage, and it costs less than a normal +1 dagger.

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

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
*"Innumerable" carvings?
*Also, the sheer power of having max ranks at high levels combined with the low cost and the 1/week usage makes this item one where a high level character can just stockpile a bunch of copies.

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

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
*There's some adjudication issues here.
*I like the visuals of regrowing the tendrils, but sunder doesn't work that way.
*The item provides no help in determining how many hp this regrowth recovers or what it actually does vis-a-vis sunder.
*The stacking +4 bonus on disarm and trip mean that this whip gives a total of +7, much of which is untyped. Usually, combat maneuver items cost at least bonus squared x 1000 per maneuver (see gauntlets of the skilled maneuver), so these maneuver bonuses are underpriced.
*A critical hit produces a chill touch spell effect, but the spell normally lasts for a bunch of attacks. Does that mean I should be trying to prebuff by attacking small animals until I crit?
*Presumably the chill touch stacks with the whip too.
*Finally, the cone. I actually really like Rime Spell. The trouble on this one, though, is that Rime Spell entangles for a number of rounds equal to the spell level, and there is no effective spell level or duration indicated (Rime also usually works on a successful save, but the item successfully indicates an exception in that regard).
*The author had a cool idea of a hydra theme, and they came really close to pulling it off, but unfortunately, with at least one problem in every ability, no one of which alone would have been as big a deal, the author needs to come back next time with the same mojo but better refinement. Vote to Reject.

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Tempest Bow
Aura strong transmutation; CL 12th
Slot none; Price 79,700 gp; Weight 3 lbs.
Description
Carved in the shape of stylized storm clouds and gusting winds, this +3 composite longbow (+3 Str) is enameled in roiling blue-greens and grays. When an arrow is nocked and the bow drawn the wielder's clothes flutter about as if caught in a strong wind.
Three times per day, a tempest bow can fire an arrow with hurricane force. The wielder makes a standard attack roll as a full round action. All creatures Medium size or smaller in a 100 foot line along the trajectory of the attack may be blown away as if they had been caught in a hurricane wind. If the attack roll is successful the target takes an additional 1d6 points of damage and suffers a penalty to all checks to resist being blown away equal to the wielder’s Strength modifier. An arrow fired from a tempest bow while this power is active is destroyed.
Construction
Requirements Craft Magic Arms and Armor, control weather or control winds; Cost 40,200 gp

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

Petty Alchemy wrote:
Avoiding megapost - Sightstealer Rapier: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 **
*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.
Thanks Mark. I've already kicked myself for forgetting italics/not putting enough of a twist on the SIAC.
Would like to expand on:
"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." - At first I wasn't sure what you mean, since you totally get the vision-based senses of the target. Would it have been better had it have extended to more powerful senses than low-light/darkvision? Or literally seeing from their eyes and space?
"spell name not referenced properly" Should it have been blindness/deafness rather than blindness-deafness? I was teetering back and forth in creation.

Lucus Palosaari Star Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 |

Inspired by forum regulars like GM_Solspiral and his annual "I will critique all of you" dedicated threads, I plan on doing something similar this year. I'll start it off with a blogpost at fatgoblingames.com tomorrow morning <I'll try to edit in a link here when I post tomorrow if I can> and I'll likely start my own dedicated thread like GM_Solspiral and others do to not clutter up this one... but for now, let me toss my own entry on to the pile.
Dynamic Staff
Aura moderate varies; CL 13th
Slot none; Price 20,000 gp; Weight 5 lbs.
Description
This plain wooden staff bears archaic sigils burnt into its surface, that change to reflect the spells currently contained within the staff. Unlike most staves, which have a static set of spells that can be cast from them, a dynamic staff holds three spells that can be changed by the wielder daily. The staff allows use of these three spells through the normal means of wielding a staff, except that they consume a number of charges from the dynamic staff equal to their spell level.
When a spellcaster imbues this staff with a spell to recharge it, the chosen spell replaces one of the three possible spells that can be cast from this staff (spellcaster’s choice). Imbuing a spell that the staff already possesses simply recharges it. Rather than regaining a single charge when imbued, the dynamic staff gains one charge per spell level of the prepared spell or slot expended. The staff can never gain more than 10 charges, with additional charges being lost. This imbuing counts as the spellcaster's one imbuing of a staff per day. Spells with expensive material components can never be imbued into the dynamic staff, simply failing to be cast if used.
For a randomly generated staff, treat it as a scroll to determine what three spells are stored in it.
A spellcaster who selects the dynamic staff as their bonded object can replace any one spell in the staff with the spell they cast from their spellbook using the bonded staff as they are casting it.
Construction
Requirements Craft Staff, limited wish; Cost 10,000 gp
I have comments I "want" to make about my item, but I wont waste more space here.
Thank you in advance to everyone that does comment on my entry!

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

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 gpWhen I came up with this I had an image of Merisiel going all Ozzy Smith on a ballista bolt.
*Formatting and wording issues. Price/Cost don't match.
*This appears to be an indistinct shield (not specified as light or heavy, or with a material), and it has a magic property without a +1.
*The unstable hijacking effect seems extremely difficult to adjudicate. Which direction does an arrow come out of a bag? Of another shield? Pathfinder doesn't have facing.

lair-master Dedicated Voter Season 8 |

lair-master wrote:*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.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
Thank you for the feedback, Mark! I'm disappointed my entry was dismissed as a joke item, but understand the employment of humor is risky. I thought I understood the distinction between an item that's funny and an item that's a joke, but apparently I did not. No doubt this distinction is somewhat subjective, but is there something specific about this entry that makes it a joke and not a legitimate attempt? I certainly didn't intend to waste anyone's time, and will steer clear of humor in future entries. Thanks again!

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Jelloarm wrote:Ring Of Utmost Need*"Innumerable" carvings?
*Also, the sheer power of having max ranks at high levels combined with the low cost and the 1/week usage makes this item one where a high level character can just stockpile a bunch of copies.
Thank you for the critique, Mark - I know it means a lot to everyone that you're doing this for.
Re: the critique - I just like the word innumerable, so guilty, I suppose. Didn't even process the low cost making it 'spammable' at high levels for what it was. As the contest went on I worried it wasn't 'showy' enough for Superstar status, and you've given me some food for thought as to mechanics as well. Thank you!

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

I have a lot less time on my hands than usual this year, but I might as well post my item (which got absorbed into the Mass O' Dimension Door teleporters, I'm guessing.)
Staff of Thin Air
Aura moderate conjuration and transmutation; CL 11th
Slot none; Price 64,900 gp; Weight 5 lbs.
Description
Translucent crystal bands spiral throughout this blackened willow staff. It grants the Simple Weapon Proficiency (javelin only) feat to anyone actively holding it in hand. As long as there is at least one charge remaining, a staff of thin air may be thrown like a javelin with no improvised weapon penalty. After throwing, the wielder can choose to catch it at any point during its flight, at which point he is instantly teleported directly to the current location of the soaring staff to snag it out of midair.
If not caught before striking a target, the staff gently slows upon arrival, dealing no damage to itself or the target. If the staff enters a space too small for the wielder, or hits any obstacle, the wielder may no longer teleport to it. Held objects are transported, as long as their weight doesn't exceed the wielder's maximum load, but other living creatures (except for familiars) are not. The staff functions for up to 200 feet of teleportations per day.
In addition, the staff allows use of the following spells:
• Bull's strength (self only) (1 charge)
• Expeditious retreat (1 charge)
• Invisibility (self and staff only) (1 charge)
• Invisibility (quickened, self and staff only) (5 charges)
Construction
Requirements Craft Staff, Quicken Spell, Simple Weapon Proficiency, bull's strength, dimension door, expeditious retreat, invisibility; Cost 32,450 gp

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

Mark Seifter wrote:Thank you for the feedback, Mark! I'm disappointed my entry was dismissed as a joke item, but understand the employment of humor is risky. I thought I understood the distinction...lair-master wrote:*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.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
Sometimes items with some humor in them can make it (like the marotte in this year's Top 32). In this case, it's that the chosen powers made it less of a weapon and more of a handheld wondrous item that you slap someone with for an effect.

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Skywalker’s Cloth
Aura moderate abjuration; CL 7th
Slot armor; Price 96,650 gp; Weight 5 lbs.
Description
This incredibly light +3 padded armor is fashioned from white and blue silk. Diaphanous strips of excess fabric hang off of the back of the armor, constantly billowing as if under the effects of a gentle breeze. When worn at altitudes over 5,000 ft, tiny iridescent Auran runes appear on the armor’s surface.
The skywalker’s cloth allows the wearer to continually utilize the effects of the spell air walk. The wearer is treated as if they were one size category larger for the purpose of wind effects, and halve any penalties to Perception caused by high winds. In addition, they are protected from cold environments as if they were under the effects of the endure elements spell. Finally, the wearer of skywalker’s cloth can exist comfortably in all high altitudes up to elevations of 26,000 feet. They treat the death zone, at altitudes of 26,000 feet and higher, as high peaks to which they are acclimated.
Construction
Requirements
Craft Magic Arms & Armor, air bubble, air walk, endure elements; Cost 48,402 gp

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

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
*Wording issues. Price/Cost don't match.
*So it entangles with an extra plant growth boost? OK, cool, but what's the DC to begin with? If you took the time to point out the +4, which is nice attention to detail, it's really a shame that you missed the original DC!
*This SiaC effect is also not really weapon-related (indeed, it explicitly calls out that it doesn't interact with the weapon's roots in any way).

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

-> 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
*Lots of formatting and wording issues
*This is not a magic weapon. It's a wondrous item trying to fake out the enemies that it's a magic weapon (it even states that it's improvised and not a real weapon). I made my DC 11 Will save.

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These were just my thoughts during voting:
Rod of Illusory Casting - No way of disbelieving? Inconceivable! Underpriced.
Dwarven Armor of Exploration - "Useful to" down-check. Monster in a can. Price/cost incorrect.
Gnome Splat-Pelter - Besides the magically refilling ooze, nothing seems magical. What are "potentially catastrophic implications for the local environment"? Price/cost incorrect.
BLACK-AND-WHITE SWORD - Why screaming? Wonky mechanics and they don't seem tied together. Price/cost incorrect.
Varisian Dancing Chain - Limited chance to reverse an attack.

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

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...
*Wording issues.
*What does the last sentence of the first paragraph mean? Why would a rift allow enhanced actions?
*What type of energy damage?
*What kind of spellcaster supposedly made this staff?
*What's the point of having summon nature's ally VI, when it doesn't have any additional outsiders beyond summon monster VI?
*Too many unanswered questions.

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

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
*Wording issues.
*This gives an awful lot of abilities for its price, and they really are more suited for a wondrous item.
*The bomb effect adds a "+3," which is presumably supposed to substitute for the pseudo-alchemist's Intelligence modifier, but it doesn't say that, and that modifier came from a class feature, so it shouldn't apply for non-alchemists throwing bombs (and in fact, due to not describing the +3, an alchemist wearing this armor can still add his Int modifier in addition to the 3).
*It seems like this armor makes real items that last forever 3/day, so eventually it will pay for itself if you set up a shop to sell them.
*Also, throwing these kind of alchemical items as a swift is crazy good for alchemists.

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

Disruption Disc
Aura faint abjuration and conjuration; CL 5th
Slot none; Price 2,709 gp; Weight 4 lbs.Description
This plate-sized metal discus functions as a +1 throwing shield when thrown, but without any special weapon qualities.A disruption disc will attach to an arcane spellcaster if the attack roll equals or exceeds the spellcaster’s touch AC. (It deals damage if the attack roll also equals or exceeds the target’s standard applicable AC.) Up to five discs may be attached to a single target--each disc adds a cumulative 10% spell failure chance to the target’s arcane spell casting. In addition, the target gains a +1 bonus to AC for every two attached discs. This bonus is treated as an armor bonus that stacks with existing armor bonuses, including those from other discs.
A disruption disc clings to its target for 1d4 hours. The most recent wielder of an attached disc can remove it by hand; no other physical means will remove it. Dispel magic will remove attached discs; treat all discs attached to a creature as one magic item. (Unattended discs, or discs merely carried by a creature, are treated individually.) The DC for the dispel check is 11 + the highest caster level of an attached disc + 1 for every attached disc beyond the first. A successful check suppresses the magical properties of all attached discs for 1d4 rounds as normal. Discs that are suppressed cannot attach to targets, and will fall off if already attached. They do not re-attach automatically when the dispel effect ends, though they may be used again.
Construction
Requirements Craft Magic Arms and Armor, dispel magic, glue seal; Cost 1,459 gp** spoiler omitted **...
*Formatting and wording issues. Price/Cost don't match.
*The first sentence is a paradox. A +1 throwing shield has a weapon special quality, throwing.
*The item is also worth less than normal for a +1 throwing shield.

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I would love some feedback on my item
Alchemist's Retort
Aura faint transmutation; CL 5th
Slot shield; Price 7,000 gp; Weight 6lbs.
Description
This +1 light steel shield is covered in alchemical symbols mostly obscured by a patchwork of scorch marks and corrosion, but is no less effective in combat.The shield's hollow back can be loaded with alchemical splash weapons. Once per round–when the wielder of a loaded shield is hit in melee combat–the front of the shield bursts violently outward, and a single use of a stored splash weapon is spewed on the attacker. The enemy takes a direct hit, and any splash effects are dealt in a 15-foot cone of the wielder’s choice that emanates from the shield’s space and contains the attacker. The wielder may also choose to activate the shield after a successful shield bash or shield throw once per round. After the explosion the shield re-forms instantly with one more scar on the front.
Loading a splash weapon into the shield is a standard action that provokes attacks of opportunity. The alchemist’s retort can hold up to three uses of one conventional splash weapon, or a single alchemist’s bomb. Any weapons stored in the shield last until used, but a bomb stored in the shield counts against the alchemist’s total bombs every day. A loaded shield always has a minor cosmetic change related to the weapon stored within it, such as smoking lightly, stinking of sulfur or making bubbling noises.
Construction
Requirements Craft Magic Arms and Armor, make whole, touch injection, creator must have 5 ranks in Craft (alchemy); Cost 3,500 gp
I don't have a detailed critique for you, but I wanted to comment that I really liked Alchemist's Retort. It's affordable, and would be lots of fun to use on either side of the table.

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

Traitor’s Blade
Aura moderate conjuration and necromancy; CL 9th
Slot none; Price 28,302 gp; Weight 3 lbs.Description
The corded hilt of this surprisingly heavy dagger writhes with tendrils of living darkness that dig into the wielder’s skin. The ensuing bond with shadows makes this +2 vicious dagger a potent weapon for those who wish to attack unseen without care for the consequences.A traitor’s blade exists partially within the Shadow Plane and its wielder can cause the blade to bore between planes and attack from surprising angles. Three times per day, the wielder may lash out with a hidden strike at a target within 30’. The target is flat-footed against this strike. A traitor’s blade may also be activated as a free action as part of a full attack, in which case the target is unaware of the source of the hidden strike. A hidden strike is made at the wielder’s full base attack bonus, gaining all benefits of strength or precision damage, and the damage dealt by the vicious quality is increased to 4d6 for both the target and the wielder.
Construction
Requirements Craft Magic Arms and Armor, blade lash, enervation, haste, shadow weapon; Cost 14,151 gp** spoiler omitted **...
Wording issues. Price/Cost don't match.
*Since it uses flat-footed instead of denied Dex, the item needs to account for uncanny dodge.
*I get how the standard action activation works, but I'm quite confused by the free action in the middle of a full attack. Does it convert one of my attacks into a hidden strike? All of them(!)? Is it an additional attack that I make as a free action above and beyond all my other attacks?

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

Rod of Resonance
Aura strong (no school); CL 17th
Slot none; Price 11,000 gp; Weight 5 lbs.Description
This silvery metallic rod is engraved with varied depictions of musicians and musical instruments. The rod is activated by striking it against the ground, which causes it to vibrate for 10 minutes per activation. These vibrations produce a sub-audible tone that amplifies and enhances other sounds generated in its presence. Any spell with the sonic descriptor that is cast within 30 feet of the rod has its range extended, as though using the Enlarge Spell feat. In addition, the rod doubles the effective range of all bardic performances with an audible component initiated within 30 feet of the rod. The wielder activates the rod as a swift action. It can be activated up to three times per day.Construction
Requirements Craft Rod, Enlarge Spell, shout; Cost 5,500 gp
*This is basically an enlarge metamagic rod for bardic performance and sonic spells. Could be useful in a book of items, but not Superstar.

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |

Here's my entry. Cobbled together at the last minute when my prior two ideas fell through for being SiaC for spells I didn't know existed.
RHEUMATIC ROD
Aura moderate necromancy; CL 9th
Slot none; Price 9,720 gp; Weight 1 lbs.
DESCRIPTION
Made from the femur of a humanoid creature, this rod is adorned with elaborate magical carvings. The thigh bone itself is worn and appears brittle, having been harvested from the body of an elder individual.
Once per day you can target a living creature with the rod, inflicting their joints with crippling pain. The target moves at half its normal speed (round down to the next 5-foot increment) and must make a DC 14 Fortitude saving throw or suffer penalties to Strength, Dexterity, and Constitution as if it had advanced to its next age category. The creature does not receive any of the bonuses from the new age category. The arthritic pain and penalties last for 1 hour.
The rod does not affect non-living creatures such as constructs or undead. Creatures without a skeletal structure, such as oozes, are also unaffected.
CONSTRUCTION
Requirements Craft Rod, sands of time UM; Cost 4,860 gp
*No indication of range for the target plus halved move speed for 1 hour with no defense whatsoever