
Andrew Black RPG Superstar 2008 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Star Voter Season 9 aka MythrilDragon |
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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
I dont recall seeing this one and others have noted it might have been DQ'd. That said it feels more of a Wondrous Item to me than a staff, or perhaps it could have been done as a rod. I like the visual you have going on though...the constant sifting discs and then using the discs in the use of the different powers that was a cool visual that I liked.

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I'd love some feedback if anyone has the chance:
Springheart
I loved this item, mostly due to my having a weak spot in my heart for relatively inexpensive magic items of all sorts. I feel like this is an unexplored area in official material. I like the effect as well, though as a contest entry, it smacks a bit too much of a wondrous item. How that could be fixed or altered is beyond my ken, I'm afraid.

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The nature of magic items in Pathfinder is that they are not unique; anyone who meets the requirements (or just has an uber Spellcraft skill) can make them. In a sufficiently large city, there's a good chance of any given item sitting on the shelf in a large market's stockroom. Therefore, your opening paragraph (which implies that this is a unique item) is an immediate red flag, as it suggests you don't understand the fundamental role of magic items in this particular ruleset. (This is similar to the issue with you describing your alledgely "magic weapon" entry—complete with a "Craft Magic Arms and Armor" requirement—as somehow being only "incidentally" useful as an actual weapon, like that's a side-effect of its true identity as a skill-related wondrous item.) I can't speak for anyone else, but whenever I would encounter a description like that, I stopped reading, for reasons I won't go into right now.
But perhaps just as big is the fact that you included an explanatory footnote outside of the item description itself. If the item requires extra explanation that can't fit in its statblock, its design needs to be rethought. That's a large part of why discussion or clarification of items on the messageboards (during voting) is grounds for DQ: the item needs to stand on its own. By adding that footnote, not only does your item not stand on its own, but you've literally announced that not even the author believes it can stand on its own.
Now that all the harsh stuff is out of the way, I'm not against the idea of a kitchen-knife-based weapon. Being able to do something a little different for a weapon-user PC would be nice. So keep coming up with neat ideas like that. :)
I appreciate your swift reply.
I think I had a hard time really fitting my idea into the template of a contest entry, which is something I definitely should strive to improve. Somewhere in me I wanted to showcase an item that improved with aspects of a character that did not have any in game effect whatsoever (primarily profession skill ranks). It was not well expressed.
But you are right, it definitely was wondrous over weapon.
The description is rubbish, as I now realize, so I won't even address that. I'll just chock that up to an embarrassing lesson.

Andrew Black RPG Superstar 2008 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Star Voter Season 9 aka MythrilDragon |
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Raven Leather
Aura moderate transmutation; CL 10th
Slot armor; Price 69,875 gp; Weight 20 lb.
Description
This +2 studded leather armor is made from oiled black leather and has been decorated with numerous feathers and beads of obsidian.As a standard action the wearer can transform himself into a flock of ravens made out of shadows and spiraling feathers. This effect functions as gaseous form, except the wearer has a flying speed of 40 ft., fills a space of 10 ft. and every creature within this area is considered to have concealment. The wearer can stay in this shape for 10 minutes per day. This duration does not need to be consecutive, but it must be used in 1-minute increments.
Alternatively, the wearer can transform himself into a corporeal raven swarm. The wearer gains a +4 size bonus to Dexterity, a –2 penalty to Strength, fly 40 ft. (average), low-light vision, scent and the swarm traits. The wearer’s swarm attack deals 2d6 points of damage. Each round spent this way counts as 1 minute of the wearer’s normal time. If the wearer’s hit points drop below 0 while in the raven swarm shape, he immediately returns to his normal form, falls unconscious and is dying as normal. This is a polymorph effect.
Construction
Requirements Craft Magic Arms and Armor, beast shape II, gaseous form; Cost 35,025 gp
I liked this one a lot and I voted for it often. My only complaint is it seems more like a wondrous item....perhaps you took your cloak idea and changed to armor with the switch. It still works, but not as well as if it were a cloak. I wish it had something that helped be more defensive for the wearer.

Thunderfrog Marathon Voter Season 8, Marathon Voter Season 9 |

Thunderfrog wrote:Sleepers Vessel: Neat idea, but the math is all off. +1 weapons cost 2000gp. It does have a drawback, but also ethereal affect magic. People also tend to scorn items that work against a very low HD, since it won’t always be relevant. Lower tier.Thanks for your critique, and to the others who have taken their time to look at it... I'll gladly take 'neat idea' even if the implementation wasn't everything it could have been (there's that cost again!!!)
Just out of interest, what do you mean by It does have a drawback, but also ethereal affect magic?
By that I meant that you have a +1 dagger that can break itself, so its not unimaginable that it could cost less than 2000gp. But then there's a whole lot of stuff to counter act the items self-destruction, namely gaseous form which isn't that cheap to add, even as a one shot.

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

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
For the reason you already noticed this one has a major design flaw. Aside from that I sadly don't think it is very supper star since it just gives a bunch of bonuses to Bluff, Diplomacy and Intimidate with a lot of description as to how. It just not that sexy. The second power is cooler, and I think I would have liked this better had you emphasized that and flushed it out more.

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

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
I sorta liked this one. I voted for it several times but it wasn't one of my top favorites. It is nice and functional it just didn't have the WOW factor for me.

mellowgoth Dedicated Voter Season 8 |

Rod of Divine Empowerment
Aura moderate conjuration; CL 9th
Slot none; Price 27,000 gp; Weight 3 lbs.
Description
This rod of polished ivory with inlaid gold bands is frequently topped with a small reliquary or holy symbol of a good deity.
Three times per day, the rod grants a divine caster that prepares spells, such as a Cleric or Ranger, the ability to forgo the benefits of positive channeled energy in order to recover an expended divine spell. If the wielder of the rod is subject to healing by positive channeled energy, she may elect to heal no damage or gain any other benefit normally granted, but to instead recover a single expended divine spell as if it had not been cast. The spell may be of a level no higher than the number of dice that the channeled energy would have healed the wielder, to a maximum of third level. If a divine caster has sacrificed a spell for spontaneous casting, she may recover the original spell, but not the spontaneously cast spell. The rod’s effect may be used to recover a spell prepared in a domain slot.
All other subjects that would be affected by the channel are unaffected by the rod, and receive the normal effects of the channeled energy. The wielder may gain the rod’s benefit from her own channeled energy, and may benefit from the rod even if she has suffered no damage.
A character with the Combined Spells class feature, such as a Mystic Theurge, may recover an expended prepared arcane slot with the benefit from the rod.
Spontaneous casters, such as Oracles, cannot benefit from the rod’s power.
Construction
Requirements Craft Rod, Channel Positive Energy (5d6); Cost 13,500 gp

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

I 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:
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.
- disguise self (2 charges)
- invisibility (self only, 2 charges)
- mirror image (2 charges)
- ventriloquism (2 charges)
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
I liked the idea of a sword cane and I think this one was well written. I liked the way it uses a ki pool also and I think it does it well. What didn't work for me were the spells. They didn't tie thematically for me with the item name and description. I recognize they are all useful spells for someone toting around a sword cane (i.e. ninja) but that makes them for utilitarian for me and less super star. This is one of those makes a book a magic items but not the contest for me. Good Job and it will interesting to see what other things you come up with for a whole book.

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Lorathorn wrote:Somewhere in me I wanted to showcase an item that improved with aspects of a character that did not have any in game effect...I do like the idea of an item whose powers scale with skill ranks. As you discovered, though, it'll be tricky to implement. Make sure you keep trying!
Go an alternate route and use skill checks, with progressively harder checks needed to eek out the more powerful abilities.

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

I have 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...
I was not a big fan of this one. It just takes one spell from each of the elements and puts them together. Not very superstar in my opinio and I had already seen some others I liked better before this one during the voting process. I think it is written okay and i like that you can change the type of energy bonus damage based on how you use it, but that wasn't enough for me to vote for it often.

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Jacob Kellogg wrote:Go an alternate route and use skill checks, with progressively harder checks needed to eek out the more powerful abilities.Lorathorn wrote:Somewhere in me I wanted to showcase an item that improved with aspects of a character that did not have any in game effect...I do like the idea of an item whose powers scale with skill ranks. As you discovered, though, it'll be tricky to implement. Make sure you keep trying!
That sounds like an interesting concept. What would that look like in practice? A check each time you produce an effect? Would the check be a standard action?

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Zahir ibn Mahmoud ibn Jothan wrote:That sounds like an interesting concept. What would that look like in practice? A check each time you produce an effect? Would the check be a standard action?Jacob Kellogg wrote:Go an alternate route and use skill checks, with progressively harder checks needed to eek out the more powerful abilities.Lorathorn wrote:Somewhere in me I wanted to showcase an item that improved with aspects of a character that did not have any in game effect...I do like the idea of an item whose powers scale with skill ranks. As you discovered, though, it'll be tricky to implement. Make sure you keep trying!
At the risk of self horn tooting, I used this approach in my bosun's call that made the top 32 last year. Some didn't like how I did it, but you can read the comments.
Anyways, it's just an idea to get you where your item seemed to be headed.

Jacob W. Michaels RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka motteditor |

Jacob W. Michaels wrote:"allows the use of the following spells as though they have a spell list that includes them:"
Monastic staff
You’ve got a version of “true powers are revealed when…” which is always a bit of a turnoff.I like the idea of using ki basically instead of spellcasting to power the staff, but I wonder if that might be a step too far as they’re not necessarily going to have any spell list so technically can’t use any of the spells. I think for me, though, the bigger thing was I wanted it to do something more. The central conceit was using ki as a power source, but other than that, it was still just a standard staff with the four basic spells. I think it needed to find a way to interact more with the ki, if that makes sense.
Whoops, sorry, Clay, for missing that in my review. (Happily, I can tell you that misreading -- if I misread it during voting instead of just in my quick review while I'm writing up these comments -- isn't what I was basing any decisions on. As noted, I really liked the ki staves, so I think I tended to upvote most of them.)

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 |

Mark Seifter Designer , Marathon Voter Season 6, Star Voter Season 7 |
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Ring of the Deific Caster
Aura moderate evocation, divination; CL 10th
Slot ring; Price 22,000gp; Weight –Description
This ring is fashioned from the remnants of a holy symbol, and though the materials vary, each ring bears the image of seven black circles across the band.
Occasionally the gods reward those who seek knowledge of the magical arts and allow a way, for those who are willing, to become divine vessels of power tapping into secrets of the unknown. The wearer of the ring gains a +1 Insight bonus to overcome Spell Resistance. Should the wearer have the Spell Penetration feat than he gains an additional +1 to the check.
The ring provides divine protection against any magic directed against the wearer or his items. Once per day, when the wearer or any item he is carrying is the target of the dispel magic spell, he can as an immediate action call forth a divine spirit associated with his deity. This spirit functions like the spell spiritual ally and is based off of the wearer’s casting stat. This divine spirit lasts for 10 rounds and then disappears at the end of the wearers turn. The divine spirit gains the same bonus to overcome Spell Resistance as the wearer of this ring. The wearer gains one additional use of this ability if his alignment matches that of his deity. This ring only functions if the wearer worships the same deity as aligned with the ring.
Construction Requirements
Forge Ring, Spell Penetration, guidance, spiritual ally, creator must worship the deity aligned to the ring; Cost 11,000gp.
*This ring is pretty circuitous, but I believe it grants either +1 (or +2 if you have Spell Penetration) vs SR and lets you summon a spiritual ally as an immediate action whenever you get hit by a dispel.
*The ally uses your casting stat (but what if you're not a spellcaster?) and it doesn't say it uses your base attack bonus, so it's pretty unclear what BAB it would use.
*All the way at the end, I discover that there is a deity worship restriction that isn't really a concern to the original crafter (since you just pick your own deity) but makes the item tough to use when taken off a foe.

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

hey, sorry i'm late for the party... not too late I hope... I failed to reach the top 32 so I instead submit my item for public ridicule (and constructive criticism). it was originally named "Spellsyphon" instead, but i changed it at the last minute because i was afraid some people wouldn't know what a syphon was (especially using the more archaic spelling); i like the original name better but i'm posting with the revised title to make it easier for those cutting and pasting from their notes.
thank you to all who are putting so much time into this thread (there have been past years where I was one of you, but i just don't have the time for it anymore).
Spelldrinker
Aura strong abjuration; CL 15th
Slot none; Price 97,015 gp; Weight 4 lbs.DESCRIPTION
The blade of this +3 keen longsword is adorned with glowing azure runes which shed light equivalent to a light spell when drawn. Any time a critical hit is successfully confirmed with this sword against a spellcaster it absorbs one of the target’s spells. If the target prepares spells, it must choose one of its prepared spells of the highest level it currently has available to cast, which is immediately lost; if the target is a spontaneous spellcaster, it loses one of its available spell slots from the highest spell level in which it currently has an available slot. A DC 22 Will save negates the loss of this spell or spell slot.Spelldrinker crackles with blue energy after absorbing a spell and the next attack made with it before the end of the wielder’s next turn gains a bonus to hit equal to the level of the spell absorbed and deals an extra 1d4 damage per spell level. If the wielder has an arcane pool or reservoir she can instead spend a...
*Among other oddities, this sword is a source of infinite spells for an 11th level magus (You let someone crappy crit you and lose a 4th level spell to the sword and gain 4 arcane pool points, and you can spend 2 arcane pool points to recover a 4th level spell).

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

Bring on the love/hate mail!
Glacial Crusher
Aura moderate evocation; CL 9th; Weight 8 lbs.; Price 10,305 gp
This +1 frost greatclub appears to be made entirely out of ice. Whenever the wielder strikes an opponent, flecks of ice cascade off onto the target of the attack. Until the end of the wielders next turn, whenever the next time the target would suffer damage from a cold source, the ice flecks shatter, dealing an additional 1d6 points of cold damage and removing the effect. Alternatively, if the target becomes the victim of a spell or effect with the cold descriptor that requires a saving throw, they suffer a -2 penalty to the save while under the effect of the ice flecks.
A glacial crushers ice flecks can only affect an individual target once per round.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, ice storm, wall of ice; Cost 5,305 gp
*Given that the weapon itself is capable of dealing cold damage, it's better than a +1 icy burst for way less.
*When it says "alternately," isn't it pretty likely that a cold effect will have a saving throw and then also deal damage. Does that mean that after the -2 penalty, the ice flecks shatter and the extra damage doesn't happen?

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

Always late...
Here we go with my submission (Minus most of the special formatting).
All I ask is that you be honest and give constructive criticism:Quill of the Peacock Spirit
Aura moderate evocation; CL 13th
Slot none; Price 58,850 gp gp; Weight 3 lbs.Description
This weapon is a beautiful but exotic +1 mithral planar totem spear that is unnaturally smooth, warm to the touch, and delightfully quick to wield for its size. The spearhead of this weapon is engraved heavily and resembles a peacock feather's stylized 'eye image.' This spear is obviously an ancient Shoanti weapon design, but most Pathfinders have little doubt it was created by the lost Azlant/Thassilonian religious order of the Peacock Spirit. If the wielder of the quill has a ki pool or the bardic performance class ability, one of the quill's unique abilities allows the owner to spin the quill clockwise in an obvious manner to activate a gust of wind spell. The save DC for this is equal to 12 + the wielder's Wisdom or Charisma modifier. It takes a standard action, and costs either 1 ki point or one round of bardic performance, to activate this ability. Alternatively, if the spear is spun counterclockwise as a full round action, the weapon produces a very loud and shrill screech that can be heard for up to a mile away without a Perception check. This sound can be activated by anyone holding the spear, but it cannot be produced by accident and provokes attacks of opportunity when used. Finally, anyone who uses this spear with their Performance (wind instrument) skill will find the weapon is also considered a masterwork instrument.Construction
Requirements Craft Magic Arms and Armor, creator must be a monk or have the Craft (instrument) skill, gust of wind, horn of pursuit, plane shift; Cost 29,425 gp
*This is a wondrous item musical instrument shoehorned into a spear.

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

I realize mechanically it's boring, just modifying the spells it casts. Would it be any better if it were more accessible? Removing Reverse Gravity would make it CL 8...
Any critique is greatly appreciated!Heaven's Tether
Aura moderate transmutation; CL 13th
Slot none; Price 71,500 gp; Weight 5 lbs.Description
The reflection of this silvery staff shows only clouds moving rapidly against gravity. These clouds occasionally escape Heaven's Tether and quickly dissipate. Once per day the wielder can still the reflection, calming the clouds and becoming bound to the sky for 1 min./level. For the duration, stabilizing against the effects of a Levitate spell is automatic and does not require a full round, and spells can be cast while falling. Casting a spell during a skybound fall does not require a concentration check. The staff allows the use of the following spells:Feather fall (1 charge)
Levitate (1 charge)
Glide (Advanced Player's Guide) (1 charge)
Hostile levitation (Ultimate Combat) (2 charges)
Reverse gravity (4 charges)Construction
Requirements Craft Staff, Feather Fall, Levitate, Glide, Hostile Levitation, Reverse Gravity; Cost 35,750 gp
*Formatting and wording issues.
*I'm highly confused by the special ability. I read it three times, and I can't make sense of it.

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

No surprised that this bombed so badly since I only had a chance to make it in a day and I saw two other items with the same effect (but at least it means the idea wasn't that farfetched either) :P
Up Chuck
Aura strong conjuration; CL 11th
Slot none; Price 43320 gp; Weight 3 lbs.Description
Anyone capable of wielding this +2 halfling sling staff may use its power. Three times a day its wielder may take aim above his targets and a stone suitable as ammunition will form which after fired, increase in size until it becomes large. Huge if the wielder decides to reduce the number of times he can use the power for that day by one. The projectile will then drop dealing falling damage as a stone its size using the distance traveled and height fallen as the total feet the object has fallen on all targets beneath it.In the hands of a halfling however the sling staff will emit a faint glow hinting at its increased capabilities. With a move action a halfling may focus his innate luck when launching the projectile created by the sling staff. Damage from other sources including sneak attacks and precision damage can apply together with the damage from the falling stone as long as the conditions necessary to activate them are fulfilled. All affected targets may attempt a Reflex DC 10 + the halfling’s level to negate this additional damage.
The stones resulting from the sling staff’s power remain where they land for a number of minutes equal to its wielder’s level. Many of its more creative users, especially halflings, also use them for obstacles and cover in combat or methods to reach otherwise inaccessible heights. Once the sling staff has exhausted its powers for the day, it becomes an ordinary sling staff until the start of the next day.
Construction Requirements
Craft Magic Arms and Armor, major creation, stone shape, creator must be a halfling; Cost 21660 gp** spoiler omitted **...
*Vomit joke item name.
*The rules text is problematic in various places throughout, particularly with respect to making the rocks Huge and the halfling power.

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

Hello CMI thread!
This was my first time participating (or even being aware of) a Superstar contest, and I had no expectations whatsoever so I am not surprised that my item was culled. I am still interested to hear what people think about my item, what doesn't work, what could be better, etc.
This contest came during my finals week so I had very little time to put into its conception but I still had a good time doing it and voting for the many excellent submissions!
RING OF INSIGHT...................................
Aura: Moderate divination; CL 7th
Slot: Ring; Price: 10,000 gp; Weight: -DESCRIPTION
A ring of insight is made out of silver that was polished to a mirror-like shine. When glanced upon, the wearer can see shapes and shadows dancing on the surface. Once per day when concentrating on the figures within the ring, the wearer can catch a glimpse of his future. This effect allows the wearer to roll 1d10 and keep the result. It may then be subtracted from any one d20 roll made by an enemy for an action that directly threatens the wearer. The roll is lost if not used the same day. Furthermore, the ring of insight grants the wearer a +1 insight bonus on all saving throws.
CONSTRUCTION
Requirements: Forge Ring, resistance, divination; Cost: 5,000 gp
*Formatting issues.
*The ring's future sight ability is a bit fiddly, but it's also a bit cool.
*The bonus to saves is pretty boring.
*All in all, this has no dealbreaker problems, but it feels like it needed something else to be Superstar and not just another item in a book of items.

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

Let's hear it:
Glitterbane
Aura Moderate transmutation; CL 10th
Slot none; Price 70,620 gp; Weight 3 lbs.Description
This versatile weapon appears as a small gnome hooked hammer and increases the wielder’s natural reach by 5’. In the hands of most users, the hammer is +2 defending and the pick is +1 keen. However, in the hands of a gnome, glitterbane gains several new abilities. Both heads of the weapon gain the giant bane ability, and on a critical hit against a giant, the target must make a DC 22 Fortitude save or be stunned for 1 round. Additionally, a gnome wielder gains spell resistance of 5+ the character’s level against all spells cast by giants, and the weapon can be used to cast glitterdust three times per day.Construction
Requirements Craft Magic Arms and Armor, enlarge person, glitterdust, keen edge, shield or shield of faith, summon monster I, creator must be a gnome; Cost 35,620 gp
*This SAK has an awful lot of abilities.
*The +2 defending giant bane / +1 keen giantbane alone is 50k, and it has plenty of other powers than that, especially the reach increase.
*The glitterdust has no listed DC.

Jeff Lee |
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Okay, I think I'm ready.
Arcanavore
Aura strong abjuration and universal; CL 15th
Slot none; Price 73,313 gp; Weight 14 lbs.
Description
This +1 keen adamantine bardiche is carved with intricate runes on both blade and haft, and instilled with a hunger for magic. On a successful attack, make a targeted dispel check (1d20+15) if the target has one or more spell effects on it. If successful, the highest level spell in effect is dispelled from the target, and the weapon absorbs the magical energy, gaining an additional +1 enhancement bonus for each level of the spell, lasting a total number of rounds equal to the enhancement bonus gained. (For example, if the arcanavore successfully dispels haste, it gains an additional +3 enhancement bonus for the next 3 rounds.) Once the arcanavore absorbs enough energy to gain a +5 enhancement bonus, additional energy may be used to grant the following special abilities to the weapon, assuming the weapon has absorbed enough energy to meet the base price of the special ability: defiant, glorious, limning, and nullifying. These last a number of rounds equal to their base price modifier. The weapon's total bonus cannot exceed +10.
The arcanavore can also absorb energy from sundering magic items, which provide longer lasting bonuses. If it deals sufficient damage to an item to inflict the broken condition, it gains +1 enhancement bonus for every three Caster Levels of the item (or special abilities as above, minimum bonus of +1) that last 1 minute per caster level of the item. If a sunder attack destroys the item, then the duration is doubled.
The arcanavore only sheds light while using absorbed magic.
Construction
Requirements Craft Magic Arms and Armor, dispel magic, keen edge, limited wish, creator must be a caster of at least 15th level; Cost 38,313 gp

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

Well, here it is. My mistake was not researching this contest well enough to know what to avoid. I made a lot of big mistakes, but I humbly submit this to your attentions. I think my entry for next year will be a lot different.
Knife of the Consummate Chef
Aura strong varied; CL 15th
Slot None; Price 78,302 gp; Weight 2 lbs.Description
Crafted by a brilliant but ailing chef, this knife was designed to test and impart the skills of its creator to his pupil, ensuring his legacy. While the knife is meant to supplement and hone cooking skills, it is incidentally also very useful for combat when the right hands.The knife functions as a +2 Adamantine dagger. In the hands of a wielder with at least one rank in a Profession related to food preparation*, the knife functions as a +3 Adamantine dagger that grants a +5 competency bonus to any Profession checks related to preparing food. It also exhibits additional powers dependent on the wielder's proficiency at cooking as noted on the table below. The wielder receives all of the powers for which they qualify.
1-3 ranks in cooking: Resist Fire 5 (Continuous)
4-6 ranks in cooking: Haste for ten rounds per day, as per boots of speed
7-9 ranks in cooking: DR/5 Bludgeoning (Continuous)
10+ ranks in cooking: Heroes' Feast once per weekThe knife must be grasped for each ability to function.
Construction
Requirements Craft Magic Arms and Armor, Skill Mastery: Profession (Cooking*), Hero's Feast, Haste, Resist Elements, Stoneskin, Creator must have 10 ranks in the Profession skill*; Cost 39,151 gp*It is left to the GM's discretion as to what skill qualifies for this item or its creation, but it is meant to be inclusive, though does not encompass skills that do not involve food preparation, nor any craft skills.
*An entry should not have GM adjudication notes at the bottom
*Non-weapon wondrous item cooking-tool set of powers that a home chef would want ("Don't scorch or cut yourself! Make a great meal!")

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

Mark Seifter wrote:Have you not met Neil Spicer? :)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.
Dude, his posts don't come with 1 minute between them, believe me. They are lengthy and full of detail!

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

Oh wow this thread got big while I was moving.
Here's my item, I will join in the reviewing of stuff soon.
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Scale of the Final King
Aura strong evocation; CL 12th
Slot shield; Price 80,000 gp; Weight 10 lbs.
Description
Appearing to be a single black scale of some incredibly large reptile, the Scale of the Final King has ten dull grey gemstones embedded along its edges. This functions normally as a +3 heavy steel shield until its bearer is struck by energy damage.After at least 5 energy damage from any one source -- including negative energy -- is applied to the bearer after all adjustments, the gemstones transform to bright diamonds with energy trapped within. This gives the bearer resist 20 against that damage type. This transformation cannot occur again until ten rounds have passed, when the gemstones revert to their dormant state. The duration is not extended by further damage of the same type, and remains even if the shield is dropped or passed off.
The wearer can, as a full round action, expel all the stored energy of the gemstones in a violent explosion. This acts as the detonate spell with no delay, doing a number of d8s of the resisted energy type equal to the remaining rounds of resistance (which applies for the detonate effect). After the explosion, the shield loses its energy absorption abilities for a number of hours equal to the rounds of resistance expended.
Construction
Requirements Craft Magic Arms and Armor, resist energy, detonate, death ward; Cost 40,000 gp
*Price/Cost don't match.
*Negative energy included, so is positive energy then? Energy is muddled enough that you probably should just list them all "energy damage including negative energy" is not that many fewer words than "acid, cold, electricity, fire, sonic, or negative energy damage" or some such, and there were words to spare.
*The connection between the resistance and the explosion with the stones is a nice touch, but ultimately it's just energy resistance and a blast spell in a can.

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

Rod of Divine Empowerment
Aura moderate conjuration; CL 9th
Slot none; Price 27,000 gp; Weight 3 lbs.
DescriptionThis rod of polished ivory with inlaid gold bands is frequently topped with a small reliquary or holy symbol of a good deity.
Three times per day, the rod grants a divine caster that prepares spells, such as a Cleric or Ranger, the ability to forgo the benefits of positive channeled energy in order to recover an expended divine spell. If the wielder of the rod is subject to healing by positive channeled energy, she may elect to heal no damage or gain any other benefit normally granted, but to instead recover a single expended divine spell as if it had not been cast. The spell may be of a level no higher than the number of dice that the channeled energy would have healed the wielder, to a maximum of third level. If a divine caster has sacrificed a spell for spontaneous casting, she may recover the original spell, but not the spontaneously cast spell. The rod’s effect may be used to recover a spell prepared in a domain slot.
All other subjects that would be affected by the channel are unaffected by the rod, and receive the normal effects of the channeled energy. The wielder may gain the rod’s benefit from her own channeled energy, and may benefit from the rod even if she has suffered no damage.
A character with the Combined Spells class feature, such as a Mystic Theurge, may recover an expended prepared arcane slot with the benefit from the rod.
Spontaneous casters, such as Oracles, cannot benefit from the rod’s power.
Construction
Requirements Craft Rod, Channel Positive Energy (5d6); Cost 13,500 gp
*Why would you buy this rod instead of 3 pearls of power III? Same cost, but far greater versatility and doesn't require you to both receive and forgo a channel.
*Thinking on it, I suppose that it could be for action economy (pull out a fast channel as a move action and then cast the recovered spell as a standard), but that ignores the difficulty of getting the rod in hand, coordinating with the divine focus and the free hand to cast spells. You probably need gloves of storing or the like to pull it off.

Covent Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 |

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

Okay, I think I'm ready.
Arcanavore
Aura strong abjuration and universal; CL 15th
Slot none; Price 73,313 gp; Weight 14 lbs.Description
This +1 keen adamantine bardiche is carved with intricate runes on both blade and haft, and instilled with a hunger for magic. On a successful attack, make a targeted dispel check (1d20+15) if the target has one or more spell effects on it. If successful, the highest level spell in effect is dispelled from the target, and the weapon absorbs the magical energy, gaining an additional +1 enhancement bonus for each level of the spell, lasting a total number of rounds equal to the enhancement bonus gained. (For example, if the arcanavore successfully dispels haste, it gains an additional +3 enhancement bonus for the next 3 rounds.) Once the arcanavore absorbs enough energy to gain a +5 enhancement bonus, additional energy may be used to grant the following special abilities to the weapon, assuming the weapon has absorbed enough energy to meet the base price of the special ability: defiant, glorious, limning, and nullifying. These last a number of rounds equal to their base price modifier. The weapon's total bonus cannot exceed +10.The arcanavore can also absorb energy from sundering magic items, which provide longer lasting bonuses. If it deals sufficient damage to an item to inflict the broken condition, it gains +1 enhancement bonus for every three Caster Levels of the item (or special abilities as above, minimum bonus of +1) that last 1 minute per caster level of the item. If a sunder attack destroys the item, then the duration is doubled.
The arcanavore only sheds light while using absorbed magic.
Construction
Requirements Craft Magic Arms and Armor, dispel magic, keen edge, limited wish, creator must be a caster of at least 15th level; Cost 38,313 gp
*Does this stack? It looks like yes, which means that not only are you slinging a free dispel every hit, but you're likely to quickly reach +10 equivalence if there's anything around to dispel. Even if you're worried about that, you can just carry around item that don't care if it has the broken condition (anything but a weapon, armor, shield, or wand usually) and just break your own items to boost yourself up to full for minutes per level and then just make whole afterwards. Given the ease of reaching a +10 equivalent weapon that also dispels on every hit, the pricing of roughly a +6 equivalent is very low (if it's even possible to price the item at all given it's exploitable power).

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

Mr. Seifter,
Thank you for the immense time and effort you are expending in posting this glimpse behind the judges curtain. I and I am sure others appreciate it greatly.
You're welcome, and no worries! It's really not that much effort to post these. The real time sink was the hours I spent judging all the items before we had them sorted by voting, which is the reason why we have Judge comments at all on some of the items.

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

You're welcome, and no worries! It's really not that much effort to post these. The real time sink was the hours I spent judging all the items before we had them sorted by voting, which is the reason why we have Judge comments at all on some of the items.
Thanks again for all your hard work Mark.
When I first saw your comments I was excited that I had made the top 100 and received judges comments, then I realized you were commenting on everything and that comments didn't mean a top 100 finish. Will the top 100 list be posted this year?

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Zahir ibn Mahmoud ibn Jothan wrote:
Glitterbane*This SAK has an awful lot of abilities.
*The +2 defending giant bane / +1 keen giantbane alone is 50k, and it has plenty of other powers than that, especially the reach increase.
*The glitterdust has no listed DC.
Appreciate the feedback.
Not intending to be defensive at all in my response.
SAK? Ok, maybe.
Other Considerations: Once you have a cost figure, reduce that number if either of the following conditions applies: Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the price by 30%.
Recognizing that the rule doesn't include "Item requires a specific race to use" I nonetheless did exactly that sort of a discount on pricing. In the end, I compared glitterbane to the dwarven thrower, and determined that I felt they were similar, but not exactly the same utility, with mine being a little more, and the difference being roughly 10k gp. In that I used the "The easiest way to come up with a price is to compare the new item to an item that is already priced, using that price as a guide" method of costing out my item, which worked out well with my calculations. Costing is an art on items not right down the middle of the plate.
Is a DC mandatory for glitterdust? In other cases, the DC is established by the spell level, and minimum caster stat required to cast the spell. I likewise didn't give a duration of the glitterdust effect, since that is given by the CL 10 on the item itself.
Again, mucho appreciado on the feedback.

Feros Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9 |
2 people marked this as a favorite. |

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RonarsCorruption Star Voter Season 6, Star Voter Season 9 |

Mega-late to this, but if anyone wants to critique my item, I'd love to hear it:
Impenetrable Pelt
Aura moderate transmutation; CL 7th
Slot armor; Price 12,000 gp; Weight 25 lbs.
Description
Crafted from folds of coarse, black and silver fur, this +3 hide armor twists and slides under the force of incoming blows, but proves nigh-impossible to pierce. As a full-round action once per day, the wearer can transform the armor from its normal, rigid state to a flexible one, lasting until the armor is removed or the wearer returns the armor to its rigid state as a free action. In its flexible state, the impenetrable pelt absorbs blows into it’s voluminous folds rather than deflecting them away, reducing the AC bonus it grants by 5, but imparting to the wearer DR 5/bludgeoning and a pool of 25 temporary hit points that recover at a rate of 1 each round if lost, so long as the wearer remains conscious. In addition, in its flexible state the pelt proves difficult to maintain a firm grip upon, granting the wearer a +5 circumstance bonus to CMD against grapple attempts.
Construction
Requirements Craft Magic Arms and Armor, extreme flexibility, fluid form, persistent vigor; Cost 6,000 gp

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

The author of Covenskein Net has asked me to post it here and critique, so:
Covenskein Net
Aura moderate necromancy; CL 7th
Slot none; Price 18,320 gp; Weight 6 lbs.Description
This +1 distance net is woven from seaweed and swamp grass and is reinforced with the dark, pungent hair of a green hag. On a successful hit, strands of the moldering, black hair partially unravel from the net and pierce the skin of the target, dealing 2 points of Strength damage. Each round the target remains entangled in the covenskein net, the embedded hair deals an additional 2 points of Strength damage and the target has a 50% chance to become dazed for 1 round as its mind is besieged by sounds of horrific swamp creatures.
A damaged covenskein net can be fully repaired by submerging it for 8 hours in swampy or murky water.Construction
Requirements Craft Magic Arms and Armor, bestow curse, clairaudience/clairvoyance; Cost 9,320 gp
And here's the collected comments from several judges As a reminder to all, though I'm posting these, not all the comments are mine. A high percentage are, but not all, including some in this post.
*This costs the same as a +3 equivalent net, but the extra abilities are far more valuable than a +1 equivalent. 2 Strength damage with no save, and a flat 50% chance of dazing a target are pretty intense for a net (also, the daze should almost certainly be a saving throw; 50/50 chances like that are extremely atypical).
*Items made of hair are squicky. Items made of hag hair even more so. Ick.
*Beyond taking the opportunity to vividly describe the sensation of slime-covered hair draping over a victim, there isn't much verve to this net.
*Formatting is correct, but dealing ability damage with no mention of a saving throw? Not acceptable. And why a percentage chance for being dazed? Why not a saving throw?
*Interesting idea, but mechanics needed better fleshing out.

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

Mega-late to this, but if anyone wants to critique my item, I'd love to hear it:
Impenetrable Pelt
Aura moderate transmutation; CL 7th
Slot armor; Price 12,000 gp; Weight 25 lbs.
Description
Crafted from folds of coarse, black and silver fur, this +3 hide armor twists and slides under the force of incoming blows, but proves nigh-impossible to pierce. As a full-round action once per day, the wearer can transform the armor from its normal, rigid state to a flexible one, lasting until the armor is removed or the wearer returns the armor to its rigid state as a free action. In its flexible state, the impenetrable pelt absorbs blows into it’s voluminous folds rather than deflecting them away, reducing the AC bonus it grants by 5, but imparting to the wearer DR 5/bludgeoning and a pool of 25 temporary hit points that recover at a rate of 1 each round if lost, so long as the wearer remains conscious. In addition, in its flexible state the pelt proves difficult to maintain a firm grip upon, granting the wearer a +5 circumstance bonus to CMD against grapple attempts.
Construction
Requirements Craft Magic Arms and Armor, extreme flexibility, fluid form, persistent vigor; Cost 6,000 gp
*Price/Cost don't match.
*Price is barely above normal for a +3 (and below +4), and the flexible form is clearly worth a good deal for DR 5 and regenerating temporary hit points. However, the benefits aren't particularly interesting either.

David_Bross Star Voter Season 7, Star Voter Season 8 |
Curious for feedback on my item.
Brother’s Guard
Aura Moderate Abjuration; CL 8th
Slot Shield; Price 9,170 gp; Weight 15 lbs.
Description
This thick +2 heavy steel shield is forged from the strongest dwarven steel. The wielder of the shield can actively defend an ally. As a move action they can grant themselves or an adjacent ally partial cover against the next attack as long as that attack comes before the beginning of their next turn. Additionally when the wielder uses the aid another action to interfere with an opponent’s attack, they can choose to forgo the shield’s bonus to AC for one round to instead grant the ally cover against that opponent’s next attack.
If Torag is the wielder’s patron, the wielder can call upon the Forgefather’s blessing to protect an ally at great personal peril. Once per day when the wielder has granted cover to an adjacent ally by one of the two above abilities and an area of effect attack requiring a reflex save targets both wielder and ally, the wielder can choose to forgo their saving throw as an immediate action. This allows them to use the shield and their body to grant improved cover to the ally against that attack. This must be done before either reflex save is rolled.
Construction
Requirements Craft Magic Arms and Armor, Shield Other or Stone Shield; Cost 4,670 gp

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

Curious for feedback on my item.
Brother’s Guard
Aura Moderate Abjuration; CL 8th
Slot Shield; Price 9,170 gp; Weight 15 lbs.
Description
This thick +2 heavy steel shield is forged from the strongest dwarven steel. The wielder of the shield can actively defend an ally. As a move action they can grant themselves or an adjacent ally partial cover against the next attack as long as that attack comes before the beginning of their next turn. Additionally when the wielder uses the aid another action to interfere with an opponent’s attack, they can choose to forgo the shield’s bonus to AC for one round to instead grant the ally cover against that opponent’s next attack.
If Torag is the wielder’s patron, the wielder can call upon the Forgefather’s blessing to protect an ally at great personal peril. Once per day when the wielder has granted cover to an adjacent ally by one of the two above abilities and an area of effect attack requiring a reflex save targets both wielder and ally, the wielder can choose to forgo their saving throw as an immediate action. This allows them to use the shield and their body to grant improved cover to the ally against that attack. This must be done before either reflex save is rolled.
Construction
Requirements Craft Magic Arms and Armor, Shield Other or Stone Shield; Cost 4,670 gp
*Given the price of a +2 shield and a +3 shield, this shield offers quite a few additional abilities for its price.
*In particular, however, the Bodyguard feat breaks this shield, since it allows the shield's wielder to use numerous Aid Another actions, each one granting cover.

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

Thanks for the feedback, Mark! I am, however, confused... either about your feedback or about action economy in general...
*Among other oddities, this sword is a source of infinite spells for an 11th level magus (You let someone crappy crit you and lose a 4th level spell to the sword and gain 4 arcane pool points, and you can spend 2 arcane pool points to recover a 4th level spell).
Given the restriction that the stored energy must be used by the end of the wielder's next turn... if you let some chump crit you for (presumably) a small amount of damage and voluntarily failed your save to charge the blade, how would you get the sword from said chump and still have a standard action left to absorb the energy on your turn? the chump could drop it as a free action but then it would cost you a standard to pick it up... can you offer someone a weapon as a move action, so they can accept it as a move action? if that's the case then I guess there is an exploit I missed... though, in fairness, you would take 2d8+6 (minus the chump's Str penalty*2) each time you did it...
:(
edit: I hope that doesn't come across as ungrateful or argumentative... i was just legitimately confused because i thought action economy would prevent any of that sort of abuse...

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These were just my thoughts during voting:
Quill of the Peacock Spirit - History = down-check. Didn't like activation methods. Formatting issues (very minor during voting, more on the posted version). Price/cost incorrect.
Heaven's Tether - Staff power, while useful, was not Superstar. Mechanical issues. Minor formatting.
Up Chuck - Mechanically not well thought out. Broke fourth wall. Formatting issues. Price/cost incorrect.
RING OF INSIGHT - Didn't like use of d10 with no save. Format issues.
Glitterbane - Too niche. Too many varied abilities that don't seem to fit theme.

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

Thanks for the feedback, Mark! I am, however, confused... either about your feedback or about action economy in general...
Mark Seifter wrote:*Among other oddities, this sword is a source of infinite spells for an 11th level magus (You let someone crappy crit you and lose a 4th level spell to the sword and gain 4 arcane pool points, and you can spend 2 arcane pool points to recover a 4th level spell).Given the restriction that the stored energy must be used by the end of the wielder's next turn... if you let some chump crit you for (presumably) a small amount of damage and voluntarily failed your save to charge the blade, how would you get the sword from said chump and still have a standard action left to absorb the energy on your turn? the chump could drop it as a free action but then it would cost you a standard to pick it up... can you offer someone a weapon as a move action, so they can accept it as a move action? if that's the case then I guess there is an exploit I missed... though, in fairness, you would take 2d8+6 (minus the chump's Str penalty*2) each time you did it...
:(
edit: I hope that doesn't come across as ungrateful or argumentative... i was just legitimately confused because i thought action economy would prevent any of that sort of abuse...
Spelldrinker crackles with blue energy after absorbing a spell and the next attack made with it before the end of the wielder’s next turn gains a bonus to hit equal to the level of the spell absorbed and deals an extra 1d4 damage per spell level. If the wielder has an arcane pool or reservoir she can instead spend a standard action before the end of her next turn to absorb the spell energy, regaining arcane points equal to its spell level (up to her normal maximum). If the wielder does not attack or absorb the spell by the end of her next turn the runes erupt in brilliant light, providing illumination as a daylight spell for 1 round per spell level. No additional spells can be absorbed while this daylight effect is active.
The interesting thing about magi is that magi are also a good source of someone with crappy Strength, but let's ignore that because attacking yourself is weird.
So I'm a magus, and I've got a friend with really bad Strength. It doesn't even necessarily require meeting someone like that, since you're about to have infinite spells and ray of enfeeblement is a magus spell. I have a few options to deal with the hp damage, depending on what else I have available. The most magus way to do it is with greater infernal healing, but there's other fun ways including putting up something like resinous skin (but they usually require a coconspirator or grabbing specific spells off another list).
So anyway, if you go for 1 Str (best for the infernal option) you're looking at 1d8–2 for non crits (average of 3.5 lethal and .25 nonlethal per hit, maximum of 6) and 2d8-4 for crits. If you go for 3 Str (best for the resinous skin option), that'll be 1 more on a hit and 2 more on a crit.
So weak guy smacks you until a crit, which is roughly 4 regular hits and 1 crit. You fail on purpose and you have until the end of weak guy's next turn to use it. So you act after weak guy and you grab the sword as a move (he lets you, naturally) and take the points as a standard. This dealt about 19 damage in the infernal method, and you get two 4th level spells for the price of one, using half of the extra on greater infernal healing to eliminate the damage. The resinous skin way is even better, though, as you take an average of .375 damage per non crit (at the expense of occasionally negating crits that roll poorly on 2d8). This would mean you only rarely need to pull out greater infernal healing and can generate your infinite spells in a more efficient and overall less painful manner.

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

so you can take an item from a willing target as a move action?
i was, sadly, unaware of that... i know you're very busy right now but if there's any chance you (or someone in the community) could link the rules on that so i can learn them better i'd be most appreciative!
And, thank you for your response!

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

so you can take an item from a willing target as a move action?
i was, sadly, unaware of that... i know you're very busy right now but if there's any chance you (or someone in the community) could link the rules on that so i can learn them better i'd be most appreciative!
And, thank you for your response!
Look at the action for dropping something (free) and for picking up an item (move).

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

The author of Covenskein Net has asked me to post it here and critique, so:
And here's the collected comments from several judges As a reminder to all, though I'm posting these, not all the comments are mine. A high percentage are, but not all, including some in this post.
*This costs the same as a +3 equivalent net, but the extra abilities are far more valuable than a +1 equivalent. 2 Strength damage with no save, and a flat 50% chance of dazing a target are pretty intense for a net (also, the daze should almost certainly be a saving throw; 50/50 chances like that are extremely atypical).
*Items made of hair are squicky. Items made of hag hair even more so. Ick.
*Beyond taking the opportunity to vividly describe the sensation of slime-covered hair draping over a victim, there isn't much verve to this net.
*Formatting is correct, but dealing ability damage with no mention of a saving throw? Not acceptable. And why a percentage chance for being dazed? Why not a saving throw?
*Interesting idea, but...
Thanks for the comments, judges. I had considered most of the criticisms before submitting, but any justification I try to make now is pointless. I'll just try again next year.

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so you can take an item from a willing target as a move action?
i was, sadly, unaware of that... i know you're very busy right now but if there's any chance you (or someone in the community) could link the rules on that so i can learn them better i'd be most appreciative!
And, thank you for your response!
Moving or manipulating an item is usually a move action.
This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door. Examples of this kind of action, along with whether they incur an attack of opportunity, are given in Table: Actions in Combat.

bugleyman Star Voter Season 6, Star Voter Season 7, Star Voter Season 8 |
1 person marked this as a favorite. |

Molten Belcher
Aura faint abjuration; CL 6th
Slot shield; Price 5,000 gp; Weight 15 lbs.
Description
This round, crimson-hued +1 heavy steel shield is adorned with the bearded visage of a leering fire giant. Once per day as an immediate action when subjected to fire damage, the wearer may command a molten belcher to swallow and hold the first 25 points of that damage. Damage caused by targeted or area effects may be swallowed, but area effects are not negated and still affect other targets within their areas normally. In addition, the shield must reasonably be able to be interposed between the wearer and the source of the damage in order to be effective (the wearer cannot, for example, use the shield to absorb damage caused by being immersed in lava). In any case, the wearer suffers damage in excess of 25 points normally.
Once the shield has absorbed energy in this fashion, the wearer may, as a standard action, release the swallowed energy, causing the shield to vomit forth a gout of flame in a 15' cone. For every five points (or fraction thereof) of fire damage swallowed by the shield, the cone inflicts 1d6 points of fire damage. Targets which succeed at a DC 12 reflex save suffer half damage. The swallowed energy dissipates if not released by the end of the day. A molten belcher remains warm to the touch as long as it holds energy, and though not intelligent per se, some molten belchers have been known to quietly mutter complaints when forced to retain energy for more than a few minutes.
Construction
Requirements Craft Magic Arms and Armor, burning hands, magic mouth, protection from energy; Cost 2,500 gp
I realized right away that I had blown the cost (damn it!), but any feedback would be appreciated.

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

Molten Belcher
Aura faint abjuration; CL 6th
Slot shield; Price 5,000 gp; Weight 15 lbs.
Description
This round, crimson-hued +1 heavy steel shield is adorned with the bearded visage of a leering fire giant. Once per day as an immediate action when subjected to fire damage, the wearer may command a molten belcher to swallow and hold the first 25 points of that damage. Damage caused by targeted or area effects may be swallowed, but area effects are not negated and still affect other targets within their areas normally. In addition, the shield must reasonably be able to be interposed between the wearer and the source of the damage in order to be effective (the wearer cannot, for example, use the shield to absorb damage caused by being immersed in lava). In any case, the wearer suffers damage in excess of 25 points normally.Once the shield has absorbed energy in this fashion, the wearer may, as a standard action, release the swallowed energy, causing the shield to vomit forth a gout of flame in a 15' cone. For every five points (or fraction thereof) of fire damage swallowed by the shield, the cone inflicts 1d6 points of fire damage. Targets which succeed at a DC 12 reflex save suffer half damage. The swallowed energy dissipates if not released by the end of the day. A molten belcher remains warm to the touch as long as it holds energy, and though not intelligent per se, some molten belchers have been known to quietly mutter complaints when forced to retain energy for more than a few minutes.
Construction
Requirements Craft Magic Arms and Armor, burning hands, magic mouth, protection from energy; Cost 2,500 gpI realized right away that I had blown the cost (damn it!), but any feedback would be appreciated.
*Formatting and wording issues. Price/Cost don't match.
*While there's a connection between them, it's still not too much more than two SiaC.