| Post/Author/DateTime | Post |
|---|---|
| Master_Vega12-06-07, 01:00 PM | 1. Goblet of Cheap Liquor -- Whenever this magic item is activated, it fills with a dark and bitter alcohol. It tastes like crap, but it gets you buzzed. 2. Flamin' Sword -- When you place your hands on this intelligent +1 dancing sword, it immediately exclaims "Hey guys! I'm a flamin' sword!" If held for any longer, it begins incessantly hitting on you in a voice of your own gender. Probably want to put this one down before you have to make a save against it's ego... 3. Magnifying Glass of Ant's Bane -- This is a +1 magnifying glass that, when held the proper distance away from an ant, will deal 1d2+2d6 fire damage to the creature, reducing the insect to a smoldering carcass. |
| Belkar12-06-07, 01:31 PM | of Ant's Bane -- This is a +1 magnifying glass that, when held the proper distance away from an ant, will deal 1d2+2d6 fire damage to the creature, reducing the insect to a smoldering carcass. Can you use it against formians? :P |
| Master_Vega12-06-07, 01:40 PM | Can you use it against formians? :P If you want to spend a full-round action focusing it on them... :P |
| RobbyPants12-06-07, 02:57 PM | 1. Goblet of Cheap Licker LiquorFixed :P [/nitpick] 4) +1 Basket Weaving Tools - These special tools grant a +1 enhancment bonus to all Profession (Basket Weaving) checks. 5) Ring of Magic - This magical ring radiates faint Transmutation. It has no obvious effect, but still takes up one of your two ring slots. 6) Decanter of Endless Air - When uncorked, air slowly seeps from the decanter. 7) Gloves of Thumb Twiddling - These gloves grant the user a +5 enhancment bonus to Sleight of Hand checks used while twiddling one's thumbs. 8) Reversed Spiked (armor enchantment) - Any armor so enchanted deals 1d6 damage to the wearer per round. Due to the pain, the armor's max Dex is reduced by 2 (to a minimum of +0) and the armor check penalty is increased by 3. |
| sapient12-06-07, 05:11 PM | 9) Ring of the Fastidious Wizard When worn by a arcane spellcaster, this Minor Ridiculous Object will perform one Prestidigitation (the cantrip) with the effect of immediatly cleaning the wearer, every time enough spells (adding up to ten spell levels or more) has been cast. 10) Scales of Creation and Destruction This Major Ridiculous Object will duplicate any object with a mass of up to 400 pounds of any material. The duplication is perfect, including any and all arcane, divine or psionic properties. To duplicate it, the original object must be placed in the left hand pan. The duplication is immediate and the copy appears in the right hand pan. But at the same time, the original object disapears for ever and is irretrievable even by means of a Wish or a Miracle. 11) Headband of Indecisiveness This heandband grants the user +1 Charisma. But at the same time, the user becomes incapable of making any kind of decision. For every decision that the user needs to take, a DC 50 Will check must be made. If the user is under any kind of pressure, +25 is added to the DC. If (when) the user fails the check, he has to spend at least as many turns as the difference between the roll and the DC mumbling and looking confused. Deciding to remove the Headband of Indecisiveness is however automaticly successful. 12) The Barbarians Greatclub of Stupidity The user of this legendary +2 Greatclub has the option of rising the damage rolled after a successful attack by an additional +1, if he himself takes as much damage as was originaly rolled. Activating this property is an immediate action. (E.g. Thog is successful in hitting an Ogre and does 8 (roll of 6 +2) in damage. Thog decides to invoke the special property, and thus takes 8 hp in damage himself, to raise the damage done against the Ogre to 9.) Every time the user scores a successful hit but decide NOT to use the special property, he has to make an immediate Int check (DC 15 + damage rolled) or suffer the effects of Feeblemind (as the spell) lasting for 10 rounds. N.B. While under the influence of the Feeblemind-effect, the user always think it is a good idea to invoke the property. 14) Pendulum of Perfect Scrying on Random Things Used together with the appropriate Material Component and/or Focus, this magical tool allows the user to make one Scry (as per the spell Scry) attempt with automatic success, per day. The only restriction is that what- or whomever the user tries to scry on, will be replaced by a randomly decided insignificant object anywere in the world (location unknown). The result will be (roll 1d10): Result: Object scryed upon/Effect shown: 1 A stone at the bottom of a lake. The user sees or hears nothing for 1d4 minutes but can then vaguely glimpse the tail of a passing fish. 2 A coin in somebodys pocket. A faint jingling sound, and a feeling of movement. 3 Somebodys left boot. A lot of legs wearing boots and shoes can be seen moving about on a wooden floor in front of a fireplace. 4 The tail of a Rabbit being chased by a Fox. The user sees a feral snout jumping around over green grass. 5 The nose of a goblin being decapitated by an elven ranger. The head and armored torso of a grinning Elf ranger, then sudden darkness. 6 A nail in the wall of the cargo space of a ship. Stacked crates and barrells, a ships rat cross the field of vision after 1d12 rounds. 7 A pebble in the courtyard of a castle. A bright sky (in the daytime), after 1d4 minutes the image is blocked by the underside of a boot for 3 rounds. 8 A leaf on a tree in an orchard. A perfect image of a caterpillar that traverse a nearby leaf for the next 1d8 rounds, thereafter nothing. 9 A stylus (writing instrument) immersed in an ink horn. The inside of an ink horn filled with ink. 10 A hair on the user himself. Whatever is appropriate, but highly distorted. E.g. the ear of another person leaning beside the user trying to observe the scrying. |
| FrostWolf12-06-07, 07:09 PM | Fixed :P [/nitpick] 4) +1 Basket Weaving Tools - These special tools grant a +1 enhancment bonus to all Profession (Basket Weaving) checks. 6) Decanter of Endless Air - When uncorked, air slowly seeps from the decanter. My war weaver wants both of them. (the air bottle is for a portable hole.) |
| Xavon12-06-07, 09:46 PM | 13) +1... Weapon: This item appears like any other +1 weapon of its type. However, each time the weapon inflicts damage, it changes to a different, random weapon (i.e. it might start as a great axe, then become a dagger, then a quarterstaff). A wild mage has a %50 chance to control the weapon's new form or prevent it from changing (must check each time it does damage), and in the hands of a wild mage, it has a +2 enhancement bonus instead. 15) Illuminating Sphere: A simple glass sphere (with normal hardness and Hit Points). When held above your head, you gain +1 Int, +1 Wis, and sheds light equal to a torch. |
| RobbyPants12-07-07, 10:43 AM | My war weaver wants both of them. (the air bottle is for a portable hole.) Alternately, I suppose you could use the decanter as a clumsy way to breath underwater. The two items combined would drastically improve productivity of underwater basket weaving. :P |
| Melpomene12-07-07, 10:51 AM | 16.) Pants of Hypnotic Pattern: The wearer may use Hypnotic Pattern, as the spell, 3/day if they succeed on a DC 15 Perform (Dance) check before each use. |
| sapient12-07-07, 12:17 PM | 17) Boots of Leaping and Bouncing These mauve and teal leather boots increase the bearers base land speed by 2,5 ft. and grants a leaping, "bouncy" gait. 18) Brooch of Arachnophobia While wearing this piece of magical jewelry, the wearer is struck by mild Arachnophobia and must make a DC (5 + monsters HD) Will save whenever encountering a spider, or be struck by Disgust. Disgust (new condition) The affflicted creature is experiencing a slightly queasy feeling. Disgusted creatures are able to attack, cast spells, concentrate on spells, or do anything else requiring attention, but they must do so while showing some kind of protest against the cause of the Distress. (Grimacing or wrinkling ones nose is quite enough.) The condition lasts for a maximum of ten minutes or ends as soon as the PC pass another Will save. But for 1d6 hours afterwards, the creature must complain about the incident. (All those in the vincinity of said creature must then pass a DC 10 + (the players Cha modifier inverted, i.e. + to - or - to +) Will save or become Annoyed.) Annoyed (new condition) The annoyed creature must take a free action to voice his/her irritation every round. While this condition lasts, the creature also has a +4 to hit bonus when striking out at any inoffensive material object, such as the dungeon wall, floor, roof, a trapdoor or things like tables, chairs, fine porcelain objects and sturdy wooden cabinets that no one really knows what they are doing in a hobgoblins lair anyway, 'cause let's face it - it is not as if this mid-level hobgoblin overseer has a spare set of clothes to keep in it... . |
| 1 ton ghost12-07-07, 01:44 PM | some, uh, interesting pieces. some more so than others. thought there was a Bottle of Air or something similiar in the DMG already. for what it's worth, i came up w/ these a while ago. pricing them would be nice too btw. i'll buy you a beer... -"Thumper"; (Dune rip off) basically a large metal spike w/ Ghost Sound on it. driven into the ground and activated, it will serve to lure critters w/ Tremorsense allegedly. failing that, if loud enough, it's a -4 Listen to all. or, you could use it as a low-tech ghetto drum machine. not sure if it has to be 1 sound preprogrammed only, but you could technically use it above ground too. -"Strangling Cord (garrot) of Friendship" (from Munchkin); almost good as the Rapier of Unfairness. improves diplomacy conditions. has the benefit of Silence in more ways than one -"Scabbard/Sheath/Holster of Perfection"; weapons drawn to and fro are automatically cleaned via Presitidigate, oiled, and given magic whetstone treatment so as to keep blood/guts from corrupting housing (and subsequent infection/sickness), keep blade from tarnishing and free of blemished/scratches, etc. more expensive models employ Make Whole 1/day i guess to repair Sundered weaponry -"Gnomish Depth Gauge"; basically, a compass that determines approximate depth in the earth as well as direction. upgrades perhaps Find the Path 1/day or a means of getting you to food/water (up Survival to forage) |
| AtsuiShoto12-07-07, 05:10 PM | 23. Boots of Unflinching Certainty: Once per day, the wearer may choose a direction in which to walk, then activate these boots. For 2d20 rounds the wearer must walk in that direction at its full base land speed. Every round the wearer is prevented from doing so, it is transported, as per the dimension door spell, 5' directly forward. If this is not a valid location in which to exist (perhaps inside of a wall or a solid force effect) the wearer takes 1d6 damage and returns to where it was originally prevented from walking. This transportation counts as 5' of movement, regardless of success or failure. If the wearer is killed during the duration (perhaps falling into a pit or repeatedly being shunted into a solid wall) it continues as a lifeless automaton until the duration ends, when it drops dead. 24. Mask of Troll Spleen: So long as the wearer of this mask is of the humanoid or monstrous humanoid type it gains a troll's regeneration ability as a continuous effect. Every round the mask is worn, the wearer must make a DC 40 Fortitude save or be wracked with an uncontrollable disgust, falling prone and rolling 5' in a random direction. While the mask is worn, the wearer may take no actions but the move action needed to remove the mask. 25. Gauntlets of Pixie Power: The wearer of these gloves suffers a Strength penalty and glows faintly, as a candle. All creatures within the affected radius capable of speaking in one of the wearer's known languages must endlessly exclaim "I do believe in fairies, I do, I do!" as an immediate action at the end of the wearer's turn. Creatures thus affected may attempt a DC 10 Wisdom check each round to recognize the wearer as the source of this compulsion. Each time the affected creatures exclaim, the wearer glows briefly as a torch, or, if more than 5 creatures are affected, the wearer glows as a torch for 1d4 rounds. The Gauntlets of Pixie Power are available in 3 forms, with the following Strength penalty and affected radius: -4, 5'; -6, 10'; -8, 15'. |
| DarkAngelPrime12-08-07, 02:37 PM | Bands of Masterful Presentation: These matching rings are made of elegant imitation gold with large, masterfully carved plastic gems. When worn together--one of each hand--they allow the wearer to cast Prestidigitation at CL 20 a number of times per day equal to 1/2 his HD. Robe of Flies: This full-length robe is made of moth-eaten felt and bares several varied and mysterious stains, some of which are perpetually moist. When worn, the robe produces 1d4 magical flies each day. These flies hover about the wearer's head and may reproduce normally in addition to the robe's spawning of new flies, which join the swarm. If the wearer consumes one of the flies, it grants the benefits of a full day's food and water requirements for a creature of its type and size, but causes the wearer to be nauseated for 1d12 hours thereafter. The wearer also suffers a -6 penalty to all Charisma-based skill checks, and NPCs will initially regard her as Unfriendly rather than Indifferent. If the robe is removed, all flies spawned during its wearing continue to swarm about the former wearer's head rather than dispersing or remaining with the robe. |
| sapient12-08-07, 07:14 PM | 28) Mace of the Healer This +3 mace is endowed with the capacity to heal all those it hits, as if they had a Cure Light Wounds cast on them (CL 3). (This property does not work against undead.) |
| 1 ton ghost12-09-07, 01:32 AM | 28) Mace of the Healer This +3 mace is endowed with the capacity to heal all those it hits, as if they had a Cure Light Wounds cast on them (CL 3). (This property does not work against undead.) i think there are arrows that do that in Comp.Warrior or something. i guess it's for when your cleric in heavy armor can't get to you in 20ft and Standard Act. to cast and so forth. another weapon in MagItmCmp that pretty much does that too. the weapon hurts you, but it discharges a Curative. premise is to sniff out vampires in sheep's clothing so to speak, heal the wounded human just in case. corny, but effective vs. undead. |
| AtsuiShoto12-09-07, 12:01 PM | My favorites so far, worn/carried together to produce one seriously interesting character: 1. Goblet of Cheap Liquor 7. Gloves of Thumb Twiddling 10. Scales of Creation and Destruction 13. +1... Weapon 16. Pants of Hypnotic Pattern 23. Boots of Unflinching Certainty 26. Bands of Masterful Presentation |
| bhu12-09-07, 08:19 PM | 29) Pants of Intoxication. Upon donning these pants the the wearer takes the equivalent of 23 jaeger shots, and the effects last as long as she wears them. The wearer also takes an immediate dislike to 95% of sentient life. |
| RavenDrake12-10-07, 01:20 AM | 30. Robe of Nearly Useful Items: This appears to be a normal grey robe to the naked eye, though it does have deep pockets. The wearer of the robe can feel small pebbles or stones in the pockets of the robe and understands them to be magically stored items, which he can draw with a move(manipulation). Roll randomly on the table below to determine what item was retrieved. A Robe of nearly Useful Item's has five charges, renewed each morning at dawn, and drawing any one item expends one charge. Items withdrawn from a Robe of Nearly Useless items fade from existance after one hour unless otherwise noted. 1. 50ft of rope, cut into 2ft lengths. 2. A broken lantern, half full of oil. 3. The right half of a 10ft ladder. 4. 1d3 empy waterskins 5. A diminutive crowbar 6. 1d4x100 individual chain links. 7. A sack of rocks(7 of various sizes and types) 8. The left half of a 10ft ladder. 9. A Potion of Cure Minor Wounds. 10. An Axe handle 11. A bag with 100 lead coins. 12. An oar. 13. A bronze collandar. 14. 1d4 Apples. 15. A leather belt 20ft long. 16. A jar of "Bigby's Famous Moisturizing Handrub", half empty. 17. An already lit smokestick(begins filling the character's square with smoke immediately, no chance to throw). 18. Saddle, Bit, and Bridle sized and fitted for a halfling. 19. 1d4 parchment rolls of "Meepo's Grand Adventure, scratch and sniff edition". 20. Yourself! (actually an illusory duplicate, fuctions as Mirror Image except that only one duplicate is present, and he loudly insists that HE pulled YOU from the robe), persists for 1d4 hours or until struck. |
| sapient12-10-07, 07:07 AM | i think there are arrows that do that in Comp.Warrior or something. i guess it's for when your cleric in heavy armor can't get to you in 20ft and Standard Act. to cast and so forth. Well, in that case this item is for the Cleric that hold some extremely ambivalent feelings towards the other party members. :D Statistically his blows will heal as much as it deals damage, but you can never tell. If your friend is in mortal peril and desperatly needs a few extra hp you may risk giving him a blow over his head. But then again, if luck has already turned its back on him all you will acomplish is probably to put him out of his misery by removing what few hp he had left when you deal maximum damage and roll a one on the CLW... And that is as long as you actually remember not to use your strength-bonus! |
| sapient12-10-07, 07:14 AM | 30. Robe of Nearly Useful Items Good one! :tiphat: Personally I think it should have included one of those things you seem to get at trade shows and conventions, that has some kind of corporate logo on them, that you really can't say what they're for anyway, except that it isn't any kind of key chain because there's no ring or anything to attach your keys, and it isn't a bottle opener because it lacks those parts too, and it certainly isn't some kind of useful sewing kit because there isn't any lid or opening in it and there are no thread or needles sticking out of it. In the end you just give up and put it at the back of your desk drawer together with all the rest of them. But I guess that is more for the d20 Modern version... |
| Master_Vega12-10-07, 12:11 PM | Well, in that case this item is for the Cleric that hold some extremely ambivalent feelings towards the other party members. :D Statistically his blows will heal as much as it deals damage, but you can never tell. If your friend is in mortal peril and desperatly needs a few extra hp you may risk giving him a blow over his head. But then again, if luck has already turned its back on him all you will acomplish is probably to put him out of his misery by removing what few hp he had left when you deal maximum damage and roll a one on the CLW... And that is as long as you actually remember not to use your strength-bonus! Does the hit happen first, or the spell, or both at the same time? If it's the spell last, doesn't CLW autostabilize characters? :P That'd be hilarious. Fighter with Mace of the Healer and no ranks in heal: *sees friends are dying, moves them so they are all adjacent to him* I whirlwind attack. |
| Mad_Jack12-11-07, 01:39 PM | 31. Ring of The 3-Headed Ettin. A tin ring with a design of three oddly-shaped humanoid heads on it, functions as a ring of invisibility, but activation involves taking a standard action to poke the nearest opponent in the eyes while chanting the work "Nyuk!" repeatedly... Anyone making a simple Dexterity check to place one's hand vertically between their eyes will negate the power of the ring against that person. 32. Recanter of Endless Air. As the Decanter of Endless Air, but in reverse. Requires a DC25 strength check to uncork. Once opened, the recanter of endless air begins sucking all air from the room at the rate of 1 cubic foot per round. Unless the room is airtight, all recanted air will be immediately replaced with air pulled in through cracks in doors and windows. If actually placed in an airtight room, twentyfive rounds after all the air is sucked out of the room, the Recanter of Endless Air will slowly begin to implode and disappear. 33. The Panic Button. A diminutive animated object, the button appears to be a small round red gem with a silver backing attached to it. When laid flat upon a table and pressed, the panic button immediately sprouts arms and legs and begins to run around gesturing wildly and screaming such things as "The sky is falling! The sky is falling!", "What have you done?!?", and "Oh Gods, we're all going to die!" for either 1d4 rounds or until it runs head first into a solid object, at which point it faints and reverts back to it's un-activated form. Useable once per encounter. |
| Xavon12-11-07, 10:46 PM | 34. Goggles of Leadership: Though they will protect your eyes normally, the true magic of these goggles is not revealed unless they are worn across the forehead or brow-line (filling the helmet slot). When worn in this manner, the goggles grant a +1 bonus to all Cha based skills, +1 to Will Saves versus Fear effects, and +1 to the wearer's Leadership score (for the Leadership feat). |
| sir_adarkar12-12-07, 09:16 AM | hmmmm most of these items i could find very useful as an evil DM. |