1001 COOL ITEMS (again!) [Archive] - Wizards Community

Post/Author/DateTimePost
Dryder

06-18-03, 09:55 AM
OK... I had it on the old boards and it was good for me to get ideas or use items of you DMs as well in my campaign. Maybe it's as good for all the other DMs...

So: WHAT ARE YOUR COOL ITEMS?
(they don't have to be powerful but they might...)

#1:
THE HELPING CUSHION
It appears as a normal, white cushion. But when a magic-using humanoid sleeps for 3 hours on it, he is well rested to start memorizing without penalites, as long as he wasn't interrupted during the three hours.

Your turns... :)
Tempus665

06-18-03, 11:02 AM
#2: THE HAND THAT ROCKS THE CRADLE

This severed hand (usually of a young, human female) is enchanted in such a way that it latches onto any cradle quite easily. On command it starts to gently rock the cradle, increasing its speed when it "hears" a child cry.
Giantslayer

06-18-03, 02:03 PM
Well, I had a topic for these kind of stuff on the old forum and I can't remember who posted which item, but here's a bunch of 'em:

Pillow of soft sleep 499gp (if you order today)
A thin foldedbag that can be packed away easily,
Unfold it and amaze as it is filled with the softest
of feathers granting YOU a very comfy sleep.

Tankard of chill 299gp
A tankard for ale, beer or other beverages. this
magical tankard keeps the fluid perfectly cool.

Ducky tape 49,99gp
A long broad and flat material that sticks to ANYTHING
on one side, a must for all those gnomish artificers
and their crashed airships!

Everfull Glue Bottle 799gp
This white, porcelain bottle never runs out of a sticky
glue which is capable of bonding small organic objects
together. (Note: This is not magical glue)

Arcanic Night Light 249gp
This variation of a ioun stone produces a soft glow, as if
from a candle. When the ambient light level is low, this
stone will automatically follow the nearest person, lighting
their way. The stone will not leave the room it is currently
in, unless purposefully picked up, and placed into another
room. If outdoors, it travels with a person indefinately,
but can be commanded to stay within an area contained by
fences, trees, or water. Many farmhouses leave a number
of these outside, where they are helpful to workers at night.
Many rich families have 1 or 2 of these in each room, especially
near children.

Pedistal of Warming (or Chilling). 700gp
This 3 foot high stone basin has a depression in the top that
accepts containers of food or drink. Items placed within the
depression are warmed (or chilled) by a
differential of 10 degrees per round. The pedistal will NOT boil
(or freeze) items however. Each pedistal accomplishes one function,
so to heat and cool, you need a matched set.

Book piedestal of remembrance. 600gp
This wooden piedestal has the ability to remember exactly what page you stopped
reading last time you placed a book on it and read from it. it can keep track
of up to four books at a time.

Sword of Nice Shining, 299gp
This weapon is always shiny and looks clean. Great only for decorations,
since it cannot be used in conjunction with other enchantments.

Quill of Writing, 249gp
This quill writes as normal quill, but provides ink itself. The ink is black.
For additional 49gp you can order quill with different color than black.

Cookies of Freshness (10), 39gp
These cookies are great in long journeys. They are always fresh, don't get
dirty and don't get wet. Always crispy and delicious. If you order at least
10 packs, you will get one for free !

Scroll of Multiple Notes, 199gp
This scroll has two wooden sticks at two opposite edges. You can write on the
scroll normally. If you push two buttons on both, the scroll becomes blank again.

Charm of Protection against big baddies, ONLY 99gp !!!
This charm makes you more confident when bad guys are trying to bully you. You
won't get Shaken at the first sight of big baddie.(written on the bottom in very
small font)Producer of the charm warrants no efficiency in protection against
magical effects that would influence your mind in the way, your self-confidence
would be altered in the negative fashion.

Coat hanger of cleaning 299gp
A coat hanger that cleans any cloth hung on it.

Door mat of tidyness 499gp
A magical mat that cleans all dirt from your shoes, just by you walking across it

Anatog's Tool Finder 540gp
Highly prized by gnomish inventors and others that work with large quantities
of tools, this fine wooden pointer (made from Cherry wood!) is just what the
doctor ordered.
Simply hold the pointer in your hand and recite the command words "Now where did
i put that [lost item]?", let go of the pointer, and it will point to your lost
object.
Pointer will only point to personally owned objects of small size or lower.
Pointer will always point directly to desired object, regardless of obstructions.
Pointer has a range of 20'

Hammock of levitation. 900gp
A simple but comfortable hammock, that can be staticly suspended by thin air.
Activated when unfolded, and can hold a miximum of 300lb.

Mordenkainen's fan of sweet breeze. 600gp
An automatic flying fan for all you lazy sods, that levitates at the distance
from you where you unfolded it.

Jewel of Safe Reverse Locomotion 900gp + 100gp minimum for Jewel
This Jewel has the special property of adhering to any surface. When placed upon
a creature or vehichle and that creature or vehichle moves in reverse the jewel
glows with a steady white light and emits a high pitch tone at a reasonable volume
for every creature within a 30ft radius to hear once per second.

Gogles of scare removing. 299gp
These gogles have the ability to go completely black, when they sense dangere
approaching you, so you don't have to see it coming. (wearer counts as affected
by the blindness spell, but won't suffer from any fear or morale spells/abilities
/whatever).

Cloak of the Charmer 1000gp
This cloak always appears to be blowing in a slight breeze, even when indoors.
It also creates a gleam of light in your eye and a flash from alway pearly white
teeth when you smile.

Portable Lighter 250gp
This small metal case creates a small jet of fire about an inch long whenever it
is opened.

Handy cleaner 400gp
This foot long magical device gathers up dirt, dust, and small objects and stores
them in a collection pouch that must be periodically emptied.

EZ Light Barbeque 411gp
This otherwise mundane cooking apparatus has a small button which may be pressed
to cause it to automatically light the wood kindling required for cooking food.
Next to the button is a dial that, when turned, allows the cook to adjust the
temperature of the fire within up to 40 degrees in either direction.

Anonymous scryers stone 1800gp
This crystal ball has a limited sort of Scrying ability useable by anyone,
regardless of their number of ranks in Scry. Every 1d4 times 30 minutes,
the crystal ball will randomly pick someone to Scry on. The viewer has no ability
to control who is Scry'ed upon at all.

Aromatic clothing 800gp
Supresses your natural body odor and releases a light, pleasant fragrance. Just
the thing you need if you can't (or won't) bathe. Of course these cloths in no way
affect the scent ability or tracking you by scent. Your stench remains once you
leave a given area.

Clothing of foul smell 500gp
Has a 50% chance per hour of releasing an embarassing, and disgusting smell.
The smell is easily determined as coming from the wearer of such cloths.


Enjoy!
-me
itsmeandonlyme2

06-18-03, 04:00 PM
Sleepy cusion :cloud9: when hit must make a will save 16 or be put to sleep I acutually had this in my campain
Shemeska the Marauder

06-18-03, 08:47 PM
Prismatic Ioun Stone of aXos : Imagine an Ioun stone with no benefit, then give it the attitude of a 6 year old with pixie stix and in need of Ritalin. The stone glows with discordant colors and randomly spins around the unfortunate sod who posesses it. Twice per hour is will fire off a color spray in a random direction, including potentially at the user. A low mental giggle can be heard from the stone when attempting to catch it or stow it.
Hellbore

06-18-03, 09:53 PM
Some of my favorites...

Ring of Teleportation
Twisting the ring counter-clockwise sets it to your current location. If you go away and turn the ring clockwise, it teleports you to where it is set to. If you turn it clockwise while in the room it is set to, it will return you to your previous location.

Quill of Dictation
Dipping the quill in an inkwell activates it, and it will write whatever you dictate to it, dipping into the inkwell when needed. Wiping the ink off the tip deactivates it.

Broadsword of Anti-magic
A simple broadsword. Any magical item it touches has to roll a save, if it fails, its magic is deactivated for the number of rounds equal to the wielder's level. If the magical item in question rolls a successful save, the wielder has to pass a will save or is stunned for one round and drops the sword and anything else in his / her hands.

Narussa
Greatsword +5
Forged by the great ancient people of Rumen, legendary weapon of Paladin heroes, lost in the Battle of Remnon, found by a Cleric Explorer of the Sunstone Order of Holy Might. Given to the Elves for safe keeping, entrusted to Kazma the Elven Paladin to fulfill a prophecy. The historical significance of the weapon is more important than the weapon's abilities.
When used against evil enemies, deals 2d6 fire damage on top of normal greatsword damage. Deals an additional 2d6 damage to undead. Sword blazes with white fire when evil is nearby, but the fire does not burn anything that is not evil. If drawn by somoene other than a Paladin or Cleric, the person drawing the sword is struck unconscious (subdual damage). This also happens if drawn by a Paladin or Cleric with unrighteous intent.

Spyglass of Detect Magic
Magical items seen through this spyglass appear to have a glowing aura about them.
Fixxxer

06-18-03, 11:09 PM
One of the sillier items a GURPS DM I know cooked up (there was actually a real need for it) was a leather thing. It wrapped around and under the waist like a jock strap and it had a little pocket for them...um...frank and beans. The pocket was an extradimensional space (like a sort of bag of holding). The purpose of this item was two fold. First, it removed the need to explain why no one specifically targeted the well-endowed ogre PC's manhood. Second, it removed the need for a save vs pain/nausia when you get kicked in the jimmies.
kalniel

06-19-03, 07:51 AM
That sounds like a thong that prevents you from having to go to the toilet...
MinusInnocence

06-19-03, 08:36 AM
I think I'll call it the Diaper of Fortitude, in my game. Thanks, Fixxxer.
Paragon_Squirrel

06-19-03, 10:19 AM
Stick of Exploding
This item is a red tube with some string at the end. When it is ignited, (Move-equivalent action) it explodes two rounds later, dealing 5d6 exploding damage.
Market Price 600gp Prerequisites: Fireball, Craft Wondrous Item.

Bowl of Ectoplasmic Eating.
When the command word is said, "(Insert Flavor Here) Jello," unstable ectoplasm is brought forth from the astral plane into the bowl. The ectoplasm itself is jiggly, and colored appropriately. It not only can feed creatures, but also is identical to the ectoplasm created with the ectoplasm feat. (Thus you could apply it as an oil to grant yourself a bonus to escape artist checks, etc.)
Tzor

06-19-03, 12:12 PM
A very very long time ago, (early 80's during the time when AD&D had no "edition" other than "Advanced") the gaming group I was in was very fond of making magic items out of magic items.

One such item took two brooms of flying, a couple of assorted wands and a few other things I can't recall offhand and the result was called a "Rune Broom" ... basically a two seater X fighter thing.
Chronos

06-19-03, 01:10 PM
Crystal ring of invisiblity, when rubbed it will turn the wearer invisible indefinitly. A rouge's best freind. :D

Flight pack- made by gnomes who have studied and perfected integrating magic into mechanics, it lighten's the wearer and when a string is pulled, wings unfold out of the backpack, when the sting is pulled again, magic works makes the wings fold back up making it a very effective glider.

Crystal Trident- once every three rounds it can shoot electiricity from the end.
Dryder

06-19-03, 03:19 PM
Yeah, keep going!
DarkBard

07-03-03, 05:49 PM
Silver Tongue - This item looks like a tongue ring made of silver. When inserted into a wearer's tongue (YEEEOUCH!), it gives a character a +10 circumstatial bonus on bluff and diplomacy checks. anyone trying to discern lies or anything like that in order to beat the high score of the circumstance bonus, gets a -10 to their roll.

Cursed Silver Tongue of Lying - Looks like a Silver Tongue, but is cursed so that the wearer cannot tell the truth (if good aligned), cannot lie (if evil aligned) or either lying when the truth needs to be told or telling the truth insted of lying (if neutral aligned). Remove curse can remove the Cursed item. If the character gets cocky and cuts out her own tongue...just shake your head and tisk tisk at the player.
Paragon_Squirrel

07-03-03, 11:25 PM
Head of Squishing
When thrown against any hard object, this mummy head makes a soft, squishy sound, and starts spraying brain fluid everywhere. The head acts as though it cast Create Water as a 5th level cleric over three rounds. Any who drink a pint must make a fort save (DC 15) or make a soft, squishy sound whenever they hit something, imparting a +2 bonus on move silently checks. This also makes them treat any distance they fall up to 30 feet less than the original falling distance. They also are given a DR of 7 against bludgeoning weapons (Note: Bludeoning and Slashing/Piercing weapons will still do normal damage) Their creature type changes to ooze, although they gain no immunities, hit dice, or other bonuses or penalties except for being that type for spells like charm person. These effects last three minutes. The brain fluid the zombie head releases goes bad in one hour.
The Zombie head is used up in the throwing of it.
Market Price 1,500 gp. Prerequisites: Create Wondrous Item, Create Water, Control Water, Caster level 10th

Earring of Extraction
This Earring, when worn on the ear, allows the wearer to, three times per day as a full-round action that provokes attacks of opportunity, may extract a gooey, yellowish substance from their ear. It is, in all respects, just like either Oil of slipperiness or Soverign glue, wearer's choice. Whichever it is, it goes away in ten rounds, although anything it might dissolve is gone as well.
Market Price 2,300 gp. Prerequisites: Create Wondrous Item, Summon Monster III, Caster Level 6th

Thats all for now!
Paragon_Squirrel

07-04-03, 12:06 AM
Adamantine Gloves of Animation
These Adamantine Gloves, when worn and the command word is spoken, (standard Action) will actually depart from the wielder's arms, taking the hands and any part of the rest of the body they cover with them. They can wander no further than 50 feet away from the user, and if separated and pulled out of the radius will extradimensionally teleport back to the user. If separated and Dimension Anchor is cast upon the gloves, the wearer's hands are effectively cut off, and can be regrown by a regenerate spell. Anyway, under normal use, The disattached body parts act as though they were on the body. They take actions as the character, (i.e. Garek the monk uses the command word, then, after the gloves drift 20 feet away to an enemy, he starts wildly jabbing with his stumps of arms, (full attack action) (taking a full-round action) and as though the gloves and his hands were on the rest of his body, they would hit the target with his base attack bonus, number of attacks, feats, etc.) and the gloves are effectively floating extensions of the user's body. Concealment is determined by the wearer's view, but cover is determined by that of the gloves. They can be used for touch attacks, the starting point for a spell, (I.E. Garek Casts Magic missle. The range to hit the targets would be starting from the gloves. That is, If the gloves were 50 feet away from garek, and an enemy 80 feet in the same direction away from Garek, he would be able to hit them with a spell that had a range of 30 or more due to the gloves' location) although if used as a starting point of a spell, it must be it if it has a somatic component, and it is optional if it does not. The gloves can wield weapons. Casting Dispel Magic Renders them inactive for the time, but Mordenkainen's Disjuntion not only disjoins them, but the wearer also effectively has their hands cut off. The gloves have a fly speed of 20ft. (perfect), have a hardness of 40 and 60 hit points, has an AC of 15, (10 + 3 (Diminutive size) + 2 (Deflection)) plus the wearer's Dex Mod. If the Gloves are destroyed, the last attack's excess damage goes to the wearer. (That is, if the gloves had 3 health left, and an orc hit it with a battleaxe, and did 16 damage to them after including hardness, the wearer would take 13 damage) The damage taken will not take into account death from massive damage, or any other special effect of the attack other than straight damage, unless it is a spell like Fireball, or other damage-dealing spell, in which the excess damage is ignored. The wearer's hands are not effectively cut off. The wearer cannot take more than 1/4 of their initial health from excess damage upon the glove's destruction.
All actions taken using the gloves provokes attacks of opportunity for the user. Yes, the user CAN disarm, bull rush, or grapple with the gloves, but if they grapple they suffer a -2 penalty due to the inability to use anything other than hands, and pinning a foe takes a successful grapple check for that purpose, and then some time to do everything that you usually would use the rest of your body for. If the grapple was the first one made in a round, the opponent is pinned on a succesful opposed roll as usual, with no penalties on the wielder, although they cannot take any more actions in that round, but if it not the first grapple in a round, the time pinning the foe carries into the next round, and a partial action can only be taken on the subsequent round mentioned before.
Market Price 50,000 Prerequisites: Craft Wondrous Item, Spectral Hand or Animate Objects. Caster Level 11th
WHEW! My longest post yet!
If you find any typos, or poorly described parts, please mention it.
NestroEmichae

07-04-03, 02:44 AM
Amulet of Teleport Body Part

Artifact.

This item allows the wearer to teleport the body parts of any living being within fifty feet into his hands. The body part doesn't matter and will always produce a ripping sensation in the unfortunate victim when used. Damage is variable, depending on the body part, but usually includes at least 1d4 temporary WIS damage. In some cases, like teleporting a brain, it instantly causes death without a save. Due to the high numbers of these amulets, they are not considered major artifacts.
Paragon_Squirrel

07-04-03, 08:11 AM
Gloves of the Finger
When these flesh-colored gloves are worn, as a standard action, the wearer can gesture and speak appropriately towards a target, and hurt them with: (Wearer's Choice) Power Word Kill (DC -), Power Word Blind (DC -), Power Word Stun (DC -), Eyebite (DC 19), Finger of Death (DC 20), Dictum (DC -), Emotion (hate/rage only) (DC 16), Holy Word (DC -), or Unholy Word (DC -) (like Holy word, but nonevil outsiders) all at caster level 20th for purposes of dispelling, SR, and the like.
I'm not doing market price...........
I might want to stop it with gloves, but one more.

Gloves of Phasing
When worn, these opaque, green and pink gloves seem somewhat hazy. When the command word is spoken, they are sent to the ethereal plane, with the user's hands. Note: Although they are on the ethereal plane, this does not allow them to drift off. They are exactly where the wearer's hands would be were they not on the ethereal plane. This only provides the ability to hit ethereal creatures for purposes of Unarmed attacks, spells, and touch attacks, although they can wield material weapons while remaining ethereal if the user wishes so, or they have Dimension Anchor cast on them. Also, these gloves can actually pick up things on the material plane while on the ethereal plane, while still retaining ethereality. Any objects picked up as such are taken to the ethereal plane at the time it is picked up, unless the user does not wish so, or the item is somehow barred from extradimensional movement. If they are taken to the ethereal plane, the item(s) is/are back on the material plane when the wearer utters the command word for the gloves to become material again. These are often a favorite of pickpockets, thieves and anyone else with similar motives.
You also can pick up things on the ethereal plane, for that matter.
Market Price 10,000 Prerequisites: Craft Wondrous Item, Plante Shift or Ethereal Jaunt. Caster level 10th

Note: You CAN create gloves that have the same proporties as both Gloves of phasing and Adamantine gloves of Animation, which is an even bigger boon for pickpockets, or a great help to a rogue if they can reach 50 feet into a solid wall of rock for purposes of disabling traps, or simply making off with the loot before anyone noticies. Cost and Prerequisites are provided below.

Gloves of Drifting
Market Price 66,000, Spectral Hand and Ethereal Jaunt, or animate objects and plane shift. Caster Level 13th
Paragon_Squirrel

07-04-03, 09:12 AM
Furby of Imprisonment
This appears to be your average furby (For a picture go to http://www.screensavershot.com/misc/furby.jpg) from your local toy store, but when the command word is spoken, the closest Outsider-type creature within 30 ft. of the furby has their soul/mind/essence sucked into a furby if they fail a will save (DC 22). They can control the furby in which they are imprisoned, but lose all use of limbs, cannot make any sounds other than what the furby would normally say, like, "Messe Furby!", use any spell with somatic or verbal components, and any other thing that would be restricted by their new forms. Also, their original body is effectively put into a comatose slumber. For purposes of becoming the furby, use the statistics below. The creature keeps all feats and skills, but uses the new ability modifiers, HD, and everything else in the statistics block below. If they lose the prerequisites to a feat, they lose the feat.

Furby
Fine Construct
Hit Dice: 2d10 (11 HP)
initiative: -2 (Dex)
Speed: 5ft.
AC: 14 (+5 size, -2 Dex, +1 natural)
Attacks: Furby Peck! -1 melee
Damage: Furby Peck! 1d2-3 (Minimum 1 damage)
Special Attacks: Furby Talk!
Special Qualities: Construct, Yet not a construct
Saves: As imprisoned creature
Abilities: Str 4, Dex 6, Con -, Int (As imprisoned creature -6), Wis (As _ imprisoned creatured), Cha (As imprisoned creature)
Climate/Terrain: Any Land and underground
Organization: Solitary, pair, or Furby Pack! (16-32)

Furby Talk!: At will, the Furby can cast Ghost Sound as a 6th-level Bard.

Construct, Yet Not a Construct: Immune to poison, disease, and similar effects. Not subject to critical hits, subdual damage, or death from massive damage.

The creature can only be freed of it's furbylike bondage by burning the furby and then casting a wish spell, whereupon the furby is destroyed, and the outsider's body has it's soul/essence/body back, thereupon awakening from the comatose slumber. The Furby of imprisonment cannot affect mindless outsiders such as Petitioners (found in Deities & Demigods)
Market Price 42,000
Prerequisites: Craft Wondrous Item, Trap the Soul. Caster Level 16th
Farland

07-04-03, 12:49 PM
My baby. The campaign has revolved around it for the last several months:

Stone of Silence (Gonwe Dîm [Dim means “silence” but the word “Diem,” stemming from the same root, means “peace.” Thus it is also “The Stone of Peace.” This conflation comes from a sentiment similar to that which spawns our phrase "peace and quiet."]) : This 1 foot tall, tear shaped stone is made out of virtually indestructible black obsidian. It is remarkably light (10 pounds) and the beauty of its sculpting and craftsmanship is breathtaking. When held under a new moon, the mithril runes that are written in the elvish script become visible. These runes explain the stone's uses.

The stone causes any army within a mile radius that initiates an attack to be severely handicapped (under the Farland Mass Combat rules, the defenders receive a +20 to their combat role. DMs using other war systems should adjust the stone’s power to fit their system). To gain this effect, the user must be within site of the battle, holding the Stone, and willing it to function. It also causes a silence spell to affect automatically any wizard within 500 yards who initiates an attack by spell; against this automatic effect the victim must make a WILL save DC 20. The user can cast Remove Fear by touch at will. The Stone also has the following uses 1/day: silence 15' radius, Stone Skin, Hold Person, Flesh to Stone. Every time the user utilizes any effect but the automatic silence spell, he must make a Spellcraft check DC 20. If the user is an elf he gets a +2 to the check. For every fifty-six hours (one week of eight hour periods) that the user has spent studying and concentrating on the Stone, he gains a +1 knowledge bonus to this check, up to a maximum of +4. If the user does not spend at least one day per month studying and concentrating on the Stone, he loses the knowledge bonus when attempting to use it.

Willed (as opposed to automatic) Silence, Remove Fear, and Hold Person are WILL DC 22 and Flesh to Stone is FORT DC 22. A Ring of Freedom of Movement will not stop the Hold Person effect. The Stone functions at the 20th level of ability. The Stone of Silence causes the user’s FORT saves (only vs. poison) to be made at -2, and the user's CON is lowered by one for 2 days every time he uses Stone Skin, Hold Person, or Flesh to Stone effects. The user is also aged 2 years every time a defending army gets +20 to Combat Roll.

The functions of the item can only be used in self-defense. If the item is used to initiate an attack, the Stone teleports to a random location 200-500 miles away, and the user takes 2d6 HP damage, no save. The Stone has a limited ability to Sense Motive as if it had this skill with +15, so if a character tries to indirectly attack or perform offensive actions with the Stone, it gets a skill check. Overt attacks and offensive actions automatically trigger its disappearance. Finally, if the user wants to give up the Stone, he must make a Will save DC 15 to do so; he can attempt to give up the Stone as many times as he wants, but each failure penalizes all subsequent checks by 2. If he has failed even once, he will suffer a near unbearable longing for the Stone when he does manage to give it up. (Elven Artifact)

The following words are written in Elvish on the stone, but are only visible when viewed under a new moon:


I, Galadhel the smith, shedding tears for the state of Nurion, have crafted this, Gonwe Dîm, to allay the ubiquitous wars. I hereby lay down the uses of this artifact. The Stone must be held to be used; its real power functions on a large scale. This ability is activated automatically under the right conditions, namely when an enemy host attacks the possessor and his host. Then the Stone will make the friendly host all but unconquerable. The Stone also has lesser abilities. It will automatically cause nearby aggressive enemy spell casters to be unable to do harm. Its user can remove fear by touch at will. It has other uses as well, which can be activated with a thought, but only once per rising of the sun. The Stone can create a radius of peaceful silence, the skin of its possessor can be turned to a stone-like substance to resist the blows of the enemy, the Stone can paralyze an enemy despite his magical defenses, and the user can turn the flesh of an enemy to stone, thereby preserving his opponent’s life. But the Stone may never be used to attack, overtly or covertly, for it has a limited ability to sense the motives of its user and will flee his hand of its own accord, removing itself up to half a continent away in order to avoid being used for belligerence. Once the stone has fled, no known means of scrying or divination may detect it. You have been apprised and warned of the uses of the Stone; utilize it for the purpose for which it was created.
Paragon_Squirrel

07-04-03, 02:14 PM
Gotta say, the Stone of Silence DOES seem to be something likely to be quested after my various powerful forces. Potent, yet easily misused by those who misunderstand it's use. Otherwise, I really like how you totally fleshed it out. Definitely the kind of artifact that could plunge the world into world war, should the user be cunning enough to place their forces all around an enemy fortress, thus creating a barricade, and making an attempt to remove the blockade inevitable. Otherwise, I think it ought to be an intelligent item. If it has sense motive, it obviously already is, but I'd just like to mention it in case the sense motive was there on it's own. I can see why you had the term 'my baby' at the start of the post. Great Item. Thanks. I may consider (ab)using it in a camaign.
Dryder

07-04-03, 03:54 PM
Cool! I thought this threat dead...
Thank you guys!!!

And FARLAND... The Stone of Silence is really C O O L :cool:
PierreTheNotSoEvilGnome

07-04-03, 07:10 PM
The Portable Pocket Dimension: a self-contained dimension that is connected to a portal device of your choosing (such as a zipper or a door knob). It has it's own environment, so you don't have to worry about suffocation. It is about as big as a normal sized room (you define that however you want). Great for storing alchemy labs or libraries, immobilized party members, treasure that won't fit in your bag of holding, and anything else you feel like furnishing it with.
Vegeta8472

07-04-03, 09:41 PM
CURSED BOOTS OF NEEDFUL RUNNING

These boots only function when worn by the male of a species that has genders.

They grant the wearer the ability to double their base speed. This does in fact mean that a 20th level monk could go 180 feet in a single move.
Also, whenever the wearer enters a bar/tavern/inn he must hit on every female in the room, regardless of race.


TOME OF UNLIMITED KNOWLEDGE

This is a small black book, the size of the average human's hand, that appears to contain somewhere around 30 pages. It is possibly the most useful device in existance, for two reasons.
The first is that on the cover is printed two words, "Don't Panic."
The second is that, when a name/place/event is called out while holding the tome, it automatically flips to a page containing information on the chosen topic. This grants a +10 to any knowledge check pertaining to the topic.
LordReilaveral

07-04-03, 11:36 PM
Bow of the Hunt: This Composite Longbow +1 is adorned with five feathers/leaf/etc tied to the handle and has a very unique ability that is rarely used, only when the wielder is in hunger (needed to trigger). When a creature is shot at AND hit with this bow, it must make a fortitude save, DC 14, or be instantly turned into any sort of animal as if by a Polymorph Other spell. This casting will only turn the foe into an animal type that the wielder enjoys eating (Ex: Chicken, Rabbit, Deer, etc. NOT creatures that couldn’t survive in the climate where the ability was used [fish in a forest and the ilk], magical beasts [how many could you enjoy eating anyway?] or Dragons) Exotic foods may be acceptable, but only at the DM’s digression. Note: The user MUST be hungry to use this power as well AND the target becomes a live version of the food, not already killed and cooked. Each time this power is used, one of the five feathers/etc. will disappear. The power is no longer usable once all are gone. The only thing it doesn’t come with is the soy sauce (DM may allow the disappearing feather/etc. to turn into soy sauce/etc. if he feels to instead of making it just disappear).

What’cha think about it? Free to use if you like and you can make all the necessary changed to under/over power it. (I just cant keep thinking I forgot something)
Bolverk

07-05-03, 03:52 AM
This is an item I'm still working on for a game. It will most likely be an item in the game I DM, and my current character is going to try and make it in the campaign I'm playing in.

The Lost Weekend is a psionic blackjack/sap. In our campaigns we use the "Psionics Are Different" rules, so a Detect Magic will reveal nothing out of the ordinary (and it can get past magical wards). Normally, the Lost Weekend functions as a +1 sap, but it has the following abilities:

On a successful sneak attack, the Lost Weekend adds +1 subdual damage for every die of sneak attack damage. Example: a rogue who normally does 5D6 in sneak attack damage would do 5D6+5* with the Lost Weekend.
The sap is also a Dislocator (Psionics Handbook, p. 127). Three times per day the attacker can attempt to dislocate a given target. If the attack is successful, the target must make a Will save DC 20 or be teleported 1-100 miles in a random direction and be rendered unconscious. When they awaken, the subject will have a screaming headache and stink of beer for 1d4 hours afterward. :D

The item is so incredibly expensive (32,302 gp) that in the game I'm running it will be found, not bought. In the game I'm playing, it's being made by a Dwarven Savant (which explains the beer).

Manifester level: 12th.
Prerequisites: Craft Psionic Arms & Armor, Teleport, Brain Lock, and a cask of beer (to soak in while it's being enhanced).

*Note the Lost Weekend only does subdual damage.
Tangent Man

07-09-03, 06:47 AM
#363
Mug of Aile - This is a nice looking black leather jack with brass colored studs. The leather is treated for hardness and easy cleaning. Light and durable, it is very handy for life on the road.

When a char drinks from it, The DM makes a secret FORT save DC 15. Upon first failure, the char begins experiencing cold-like symptoms after 3-6 hours pass by (See Niquil bottle). The DM needs to make another FORT save for the char for each meal they use the mug to drink. The succesive fails are as follows:
2nd failed save - lose a point of STR.
3rd - 1 point of CON.
4th - 1d4 HP
5th - flu symptoms so bad, they cannot suprise anything, vision halved, heavy .
Repeat 2 through 4 after this.
Remember, the effects don't come on for 3-6 hours after they use the mug so it is hard to identify the cause.
Luminous Crayon

07-09-03, 02:05 PM
ACME ring of invisibility: put it on, and the ring turns invisible.
Aaross

07-09-03, 05:09 PM
The Earring of the Vampire Demon:
Once worn by the demon that controlled the undead. This earring gave the demon his immortality. But scince looted from his corpse, its magical ability has changed. It now attracts the undead to the area with the earring. They dont seek to serve the holder of the earring though, they seek to destroy him and retrieve the earring. Returning it to the demon master's corpse, reviving him.

Effect: (Cursed Item)Delusion: Auguery(sp?), Attract Undead.

All that one has to do to stop the horrible actions that the earring preforms is to destroy it. It has 1hp and no Hardness. (just that the players have not discovered that the earring does anything, let alone that they can destroy it. mohahah)
kumyat

07-09-03, 09:31 PM
The helm is magic. It sticks to anyone who puts it on and it won’t come off without knock or dispel magic being cast on it. Once it’s removed from someone’s head by magic means, it will never go back on that head (like two magnets trying to touch the wrong ends). If a character dies wearing it, it still adheres, and if anyone touches the body after the first midnight passes after the death, that character becomes a zombie (if in the first year after death) or a skeleton.

The helm has a different power every day. At midnight, roll 1d12:

1). Wearer can lay on hands, as a paladin, to heal 2 hit points of damage per level of wearer, twice that day.
2). Wearer falls asleep, and sleeps soundly all day unless the helm is removed.
3). Any disease the wearer has will be instantly cured and the wearer can cast cure disease once that day.
4). One of the wearer’s limbs goes numb and is useless all day. (Roll 1d4: 1. right arm, 2. left arm, 3. right leg, 4. left leg)
5). The wearer can fly up to a maximum height of 1,000 feet, at double normal movement rates, at will, all day.
6). The wearer is convinced that he is Jaerik XXIX, King of All the World -- a Lawful Neutral fascist megalomaniac -- and stays that way all day.
7). The wearer can shoot lightning bolts out of his or her eyes with a range of 10 feet per level of wearer. The bolts inflict 1d6 damage per level of the wearer and can be fired once that day.
8). The wearer becomes blind for the rest of the day.
9). The wearer can jump up to 100 feet across (arc has to be 25% of length), 30 feet up, and can fall up to 40 feet without taking damage (a fall of 50 feet = 10 feet, 60 feet = 20 feet, etc.) once each that day.
10). The wearer is deaf for the rest of the day.
11). The wearer’s blood turns poisonous. Anything that bites the character that day must make a saving throw vs. poison or die in 1d4 rounds.
12). Roll a random attribute – it becomes 3 for the rest of that day, with all penalties applicable.
Fel'Thain

07-10-03, 02:15 AM
Amulet of Politeness: A platinum amulet shaped like a shield, bearing the emblem of some noble family or other. It give the bearer the ability to speak at the hight of politeness, as it applies to the culture/race of the person spoken too. It gives a +4 bonus to Diplomacy checks. Price: quite high (they are in demand) Requirements: Caster Level 12, Craft Wonderous Item, and a +20 to the Diplomacy skill

Amulet of Rudeness: Simular to the amulet of politeness, this dangly ornament thing is made of jet black pig iron, with an offensive word carved on it. This causes a -4 penalty to Diplomacy checks, and any attempt to remove it results in loud profanities being yelled for 1d20 hours. Requirements: Caster Level 12, Craft Wonderous Item, a +5 bonus to Diplomacy, and Magic Mouth

Amulet of Arousal: This amulet, whenever the phrase "Down with *fill in the blank with whatever you want to get rid of*" is uttered, summons a small horde of 2d20 1st level commoners with pitchforks, torches, and other such items crying "Down with *whatever you said*. They do not attack, and they vanish after d% minutes. Requirments: Caster Level 15, Summon Monster VII
Flak

07-10-03, 02:18 AM
Originally posted by Fel'Thain
Amulet of Arousal: This amulet, whenever the phrase "Down with *fill in the blank with whatever you want to get rid of*" is uttered, summons a small horde of 2d20 1st level commoners with pitchforks, torches, and other such items crying "Down with *whatever you said*. They do not attack, and they vanish after d% minutes. Requirments: Caster Level 15, Summon Monster VII
And here I thought it made the character more sexually attractive
BobtheMighty

07-10-03, 02:34 AM
aye, as did I. ;)
BRJN

07-11-03, 09:52 PM
Repeating from last board:
# N Arrow of Unerring Aim

This arrow comes in two varieties.
1) The Arrow automatically hits the intended target. It ignores concealment &c. It must roll for damage as normal.
2) The Arrow must roll to-hit, concealment, &c, but always does maximum damage if it does hit.

A bunch of these Arrows could be used together in a quiver. They must be manufactured seperately. The archer who wishes to re-use these Arrows must specify that he goes to look for them and retrieve them. Note that enemies could pick them up if the PCs leave the field.

# N+1 Boomerang of Unerring Aim

This joke item is often considered to be cursed. It makes a to-hit roll as normal against its intended target. If it misses, then it gets to roll to hit any other likely target along its flight path. If it misses everybody else, it will come back and hit the thrower. (No dodge or saving throw.) The boomerang flies in a circular path when thrown outdoors, and out-and-back when thrown in a dungeon, hallway, &c.
Dryder

07-18-03, 05:15 PM
We once found a small, golden key, which radiated a strong magical aura. We tried to identify it, but with no useable results.
After, I think 9 Sessions (the campaign was almost over) we, by chance, got to know what it was...

You can insert this key into ANY lock on a door, and the door will open always to the same chamber! There you can rest and store things (up to a special weight limit, which I don't remember anymore). Inside was also a mailbox, where - from time to time - a letter was found with instructions from our "Boss". By the time we found out how the key worked, the box was full of letters (because the campaign, in which we sometimes didn't know what to do was almost over) from our boss, explaining a lot of things!

One little drawback we experienced: Time was flowing A LOT slower inside the chamber, so we used it as a resting place only in real emergencys!

That was one of the cooles items I ever had as a player! Thanx to Jens, our DM at that time!!!
BRJN

07-18-03, 09:53 PM
Originally posted by Fel'Thain
Amulet of Arousal: This amulet...

... makes the wearer THINK he has Charisma 18 (or whatever the max for your campaign is). Everybody else thinks he has Charisma 3 (or less). The wearer also has a higher-than-normal amount of testosterone (if male) or estrogen (if female) released into his system. These effects are generally triggered by drinking alcohol or near sunset. The effects wear off by midnight.

If (like me) you dislike PCs living out their fantasies in-game, give them this as a cursed item. ;)
Dryder

11-23-03, 08:17 PM
:bump:
Just wondering, if there are more ideas for cool items, because I'm presently in need of some...
Dryder

11-23-03, 08:17 PM
again, on of those dp's...:rolleyes:
MinusInnocence

11-23-03, 09:11 PM
The Inversion Chamber thing was a very neat idea. Sadly, my game is relatively low-magic, so I rarely make up new items...

However, I do have an interesting Alchemical Item I cooked up last night for an "Items Every PC Needs" thread in the WAPTD? forum.

It's called Nuair. It comes in sealed containers - the chemical process by which it's brewed only really settles into the final stages after a short incubation time, during which it is easily packaged. This leaves a window of about an hour for the alchemist to seal the jar or vial or whatever.

Anyway, when the container is shattered or the seal is broken (in other words, when the Nuair is exposed to any open space), it rapidly expands as a gas to fill whatever it can. If this happens while the flask is out in the open, a Fortitude save is required at DC15 to avoid becoming Nauseated (only a single Move action per round may be taken). This effect applies to all within five feet, and lasts for three rounds.

However, if the jars are stowed in an otherwise empty backpack or sack, for example, enough Nuair is released to reasonably fill a cubic foot of space. This effectively makes the sealed space lighter than air, exceptionally buoyant in water (making a very nifty flotation device).

Also, a specially prepared Nuair package such as this can double the benefits of a successful Tumble check (DC15) to reduce damage from a fall. This means 2d6 Falling damage is negated, and another 2d6 is changed to Subdual.

Nuair exposed to open air dissipates in one round, while Nuair bags retain their special qualities for up to an hour. NOTE: If the bag containing the Nuair is ruptured before the hour is up, anyone within five feet must immediately make a Fortitude save, DC20 to avoid the Nauseated effects (which last for a full ten rounds). This accounts for the stagnance of the Nuair chemical compound.

A single, sealed flask of Nuair has a market price of 200GP, and the Alchemy check to create it has a DC25.
Perseus

11-24-03, 05:04 AM
Ring of Light = It just glows with torchlight intensity. A bit simplistic, but it's proven to be very useful (especially to the humans).
Kolo

11-24-03, 07:07 AM
Coat of Concealing

You can use Sleight of Hand to hide up to one-handed size weapons and other similarly sized items (DM's discretion) in the sleeves of this coat. It also gives you a +4 competence bonus to normal Sleight of Hand tricks and adds a +4 to the DC of any search check made to frisk the character wearing it.
Felonious Monk

11-25-03, 01:06 AM
Cloak of Individual Teleportation

Saying the command words sewn on the inside of the collar allow the wearer to be teleported as the teleport without error spell, except that the cloak (and any other gear the wearer may posess) remains at the starting location.

Also known as the 'Cloak of Teleporting Naked'
MinusInnocence

11-25-03, 01:49 AM
I think it would be worthwhile if everyone posted the requirements for Crafting the items they submit. Kolo, is your Coat of Concealing actually magical, or does it simply have enormous pockets? I have a friend fond of stealing things, and he has this HUGE pair of jeans...
Fixxxer

11-25-03, 03:30 AM
Originally posted by MinusInnocence
I have a friend fond of stealing things, and he has this HUGE pair of jeans...

I'm often eyed suspiciously from a distance by store employees, since I've made a habit of wearing a trenchcoat pretty much everywhere I go. Although, it might be the knives...

Regardless, I imagine that such a coat could easily be used for larcenous purposes.
Kolo

11-25-03, 05:41 AM
Originally posted by MinusInnocence
I think it would be worthwhile if everyone posted the requirements for Crafting the items they submit. Kolo, is your Coat of Concealing actually magical, or does it simply have enormous pockets? I have a friend fond of stealing things, and he has this HUGE pair of jeans...

It's magical. It lets you store longswords up your sleeves (Or even shortbows) using the normal sleight of hand rules. The other effects are more of a side effect of both the extra sleeve-pocket size and the other secret pockets it has (the +4DC to frisking is entirely nonmagical).

Requirements; Craft wondrous Item, Rope Trick, caster level 3rd. Cost to create; 6000gp (I think :rolleyes: ), 240xp. Market price; 12000gp.

The price listed is probably wrong... feel free to figure it out on your own. (Too bad I don't have T&B on me...)

So get to thieving! :)
Wazir Kazam

11-25-03, 09:34 AM
Briber's coin

Upon uttering the command word this regular looking gold coin teleports itself and upto one cubic foot of surrounding precious metals or gems into the owner's pouch.

Great for getting back bribes or for stealing money from unsuspecting souls.

Simply hand the coin over (by itself or mixed in with other coins) to your target, wait for them to place it in their money pouch or treasure chest, say the command word and pow. Instant financial returns.
jakubias

11-25-03, 12:50 PM
Buttons of repair

You sew these two buttons to your cloak or anywhere where you already have buttons and then when your cloth takes some minor damage (little scratches and stuff) these buttons automatically castMending on your cloth.
This is stupid.
COST: I think 200gp is good for two buttons.
which u btw have to have both in your cloth.
BRJN

11-28-03, 08:46 PM
Originally posted by MinusInnocence
I have a friend, and he has this HUGE pair of jeans

In the Larry Niven story Protector there is something that might be called the Vest of Pockets. Basically, the vest has as many pockets as can be physically sewn on and still used, all over it. There are small pockets on larger pockets, &c. This item is non-magical.

However, you could make a vest with Bags of Holding instead of mundane pockets. Cost based on the number of Bags you want to make into pockets. Note also the weight restrictions, or you might load up more than you can actually carry.

For those with a twisted sense of humor, there is a scene in the Yellow Submarine animated movie where one of the Beatles picks up a big black polka-dot off the floor, stuffs it down his pants, and says, "Now I've got a hole in my pocket." Later on he takes the big black circle out of his pocket and places it on the wall, creating a hole in the wall and allowing them to escape from jail.
BRJN

11-28-03, 08:56 PM
Mace-Headed Arrow

Designed for those who cannot use edged weapons, or those who are going to fight skeletons. This arrow has a big rounded head, about like a fist-sized rock. This does the same amount of damage as a normal arrow, but the damage is Bludgeoning, not Piercing. It should also be noted that, because of the unaerodynamic construction, range is half (or less) a normal arrow's. They can be fired from a normal bow.
Adrez Nesnsid

03-03-05, 10:27 AM
:bump:
memno

04-28-05, 10:49 AM
Cloak of Huge Package


I know it may sound immature but having a cloak that makes a player package look huge can be a good item that doesn't have a real effect on the game. I have a monk that likes his cloak more than a his +3 magic amulet
MasterRookie

04-28-05, 02:40 PM
Daggar of cure light wounds, stab yourself with it deals 1d4 damage heals 2d4 life.
Insane Pixie

04-28-05, 03:21 PM
Cloak of Individual Teleportation

Once the words sewn into the collar of this cloak are spoken, it grants the user the ability to use Greater Teleportation as a spell-like ability, for 1 minute. When cast, the cloak is sent to the desired location, leaving the caster feeling a breeze.
Ut-Napishtim

04-28-05, 04:54 PM
Hmmmm... I think I posted on a thread similar to this one before. I had a couple that weren't really original since I kind of adapted them from Morrowind into my game. They're actually a pair of matching gloves, but each has it's own function and there's no additional benefits from wearing both. The PC's found the first one though, and really like it.

Orion's Helper
This suede glove allows the wearer to summon five small elementals for 20 rounds (two minutes) 1x/day. The summoned creatures appear anywhere within 50 feet of the wearer that he/she desires, and automatically attack his/her enemies. If the wearer is capable of communicating with the elementals he/she may direct them to perform other tasks.
Moderate Conjuration; CL 10th; Craft Wonderous Item, Extend Spell, Summon Monster IV; Price: 20,000 gp; Cost: 10,000 gp + 800 xp; Weight: .5 lb.

Orion's Dominator
This suede glove allows the wearer to attempt to charm any creature within 50 feet 1x/day. If the creature fails a DC 20 Will save it will be effectively charmed for 20 days unless the wearer or his/her allies threaten the creature. All the normal restrictions of Charm Person apply, so an opposed Charisma check is required to get the creature to do something it wouldn't normally.
Moderate Enchantment (Charm); CL 10th; Craft Wonderous Item, Extend Spell, Spell Focus: Enchantment (Charm); Charm Monster; Price: 20,000 gp; Cost: 10,000 gp + 800 xp; Weight: .5 lb.

Oh, and one that I did make up on my own after one of my fellow players pointed out that Leomund's Secure Shelter had no chamber pot:

Chamber Pot of Lodgings
This brass chamber pot, when placed on the ground and the command word is spoken will create a comfortable cottage as per Leomund's Secure Shelter 1x/day. The shelter last for 14 hours, or until the chamber pot itself is removed from the cottage to be emptied in the morning.
Moderate Conjuration; CL 7th; Craft Wonderous Item, Leomund's Secure Shelter; Price: 10,080 gp; Cost: 5,040 gp + 404 xp; Weight: 3 lbs.
MasterRookie

04-29-05, 09:50 AM
Amulet of Rudeness: Simular to the amulet of politeness, this dangly ornament thing is made of jet black pig iron, with an offensive word carved on it. This causes a -4 penalty to Diplomacy checks, and any attempt to remove it results in loud profanities being yelled for 1d20 hours. Requirements: Caster Level 12, Craft Wonderous Item, a +5 bonus to Diplomacy, and Magic Mouth


That is perhaps the coolest and most hillarious cursed item I've ever heard of. I assume a remove curse allows you to take it off.
MasterRookie

04-29-05, 09:56 AM
Ring of the Minion: This consists of a thin gold band and a black obsidian cube. It grants the wearer now ability. It seems only to send a signal to the nearest Ring of the Master.

Ring of the Master: This ring consists of a silver band and a large pyramid shaped signet. When the ring is touched any wearer of a Ring of the Minion that is closer to that Master ring then any other Master Ring can be:
Located when the ring is touched to a map
Shot with incredible searing pain
Rendered Unconscience
Killed Outright
As long as the nearest Ring of the Master's owner wishes the Owners of any Rings of the Minion can not take their own ring off. The band tightens at any pulling or slipping and never gets passed the first nuckle. The ring can be removed by cutting off the finger it is on.
rbingham2000

04-30-05, 05:55 AM
This one is the signature item of a story character of mine:

Cloak of the Shadow: This cloak, made from the leathery wing of a black dragon, blurs the wearer when he is in an area of shadow or darkness, granting near invisibility in those areas when the wearer draws the cloak around him (+10 competence bonus to Hide checks). In addition, the wearer can use the cloak to pass from shadow to shadow in a limited version of the shadow walk spell three times a day.
erendor the True

04-30-05, 07:01 AM
Toothpaste of Questionable Quality.
The Toothpaste of Questionable Quality is a plastic-like packet, with a screw cap at one end (think a tube of toothpaste >_> ), which contains a viscous green-blue paste.

Toothpaste is a variety in most medieval words, and the Toothpaste of Questionable Quality is also equally rare. Crafted by the gnomish inventor Saras, who suffered from incredible tooth decay during his long periods of thought and construction, the Toothpaste of Questionable Quality didn't work too well. Due to it's slightly acidic nature, Saras abandoned the methods he used, but later came back to them (after making some proper toothpaste), and finished up his work, leading to an easily concealable and non-suspicious weapon.
The Toothpaste of Questionable Quality deals 1d4 acid damage to any creature attempting to use it as toothpaste(pea size), and melts at their teeth, severely multiplying any problems there. If the Toothpaste of Questionable Quality is spread onto a surface, it eats through 1 inch of material (including metals, but stone is 1/2 speed) a round, for four rounds. Any creature touching it during this time takes 1d2 acid damage. The Toothpaste of Questionable Quality contains enough toothpaste to cover 6 square inches of surface, or 150 uses as toothpaste (pea sized). The amount used can be lessened, but the damage and the speed which it burns through materials slackens scalebly.

The Toothpaste of Questionable Quality requires a DC 20 Craft: Alchemy skill to make, and requires a vial of acid and tree sap, as well as sufficient plastic-like material to contain it.
Da Dinictus

04-30-05, 07:23 AM
Horn of the Dire Rhinoceros, minor wondrous item
This heavy keratine horn, though worn, looks as sharp and as dangerous as any rhino's horn. Several barbs run down its crooked length, and chips in it glow a faint reddish glow. Horns weigh about 10 to 25 pounds, and most weigh 15.

This enchanted horn is of a dire rhinoceros and has been enchanted by Expeditious Retreat and Bull's Strength, both spells belonging to the Transmutation school. The item is usually stringed by some rope or fine chains, and is to be worn around the neck (thus taking up the slot for an amulet and the like). When someone donning a Horn of the Dire Rhinoceros charges an opponent, the chips glow a bright red and the person's strength grows, adding extra damage to the blow they were to give, quite similar to Rhino's Hide armor - 2d6 damage to the charge. However, wearing both a Horn and a Hide does not give you the bonus of both items stacking. Its price is 8850 gold.
Ratheus

04-30-05, 09:07 AM
Wonderful thread idea. There's as many useful ideas as there are good laughs here.

Cloak of leaves: This cloak appears to be made entirely of leaves. Their color changes to match the season. The cloak moves and flutters as if it were made of real leaves, but is a single, soft cloth. This cloak gives a +4 hide bonus in the wilderness and a +1 deflection bonus.

Kellip's Robe: This robe has six pockets inside it. Four of the pockets can hold either a potion or a scroll, and two of the pockets can hold a wand, light weapon, or similar sized item. Grabbing any item within this robe is a free action.

Earring of sound amplification: This tiny conch-shell earring gives a +3 bonus to listen checks.

Shhk blade: This is a +2 throwing and returning scimitar with a sharper than usual curve, looking much like a large boomerang.

Coldfire orbs: These alchemical orbs are grenade-like weapons, effecting all targets within 5 foot. Three seperate substances mix together, inflicting 1d6 fire and 1d6 cold damage to all targets.

Tongue ring with continual flame cast upon it: Great for running into pubs, screaming madly "My mouth is on fire! Please, dump your drinks into my mouth to extinguish it!"

Cursed rod of stench: Casts a sinking cloud, centered on the caster. Tons of fun. Tends to go off automatically in public places.

Decanter of endless curry: Three settings: Mild, hot, and AAAARRRGGGHHH!!!

Ring of next post [Ratheus activates it, smirking]
feartheinvinceblehamster

04-30-05, 10:13 AM
Everful Quiver: I came up with this B4 wizards!!! anyway, never runs out of nonmagical arrows, the quiver can be endowed for an xtra price though, costs around 15,000 GP
MasterRookie

04-30-05, 06:50 PM
Amulet of Politeness: A platinum amulet shaped like a shield, bearing the emblem of some noble family or other. It give the bearer the ability to speak at the hight of politeness, as it applies to the culture/race of the person spoken too. It gives a +4 bonus to Diplomacy checks. Price: quite high (they are in demand) Requirements: Caster Level 12, Craft Wonderous Item, and a +20 to the Diplomacy skill

Amulet of Rudeness: Simular to the amulet of politeness, this dangly ornament thing is made of jet black pig iron, with an offensive word carved on it. This causes a -4 penalty to Diplomacy checks, and any attempt to remove it results in loud profanities being yelled for 1d20 hours. Requirements: Caster Level 12, Craft Wonderous Item, a +5 bonus to Diplomacy, and Magic Mouth

Amulet of Arousal: This amulet, whenever the phrase "Down with *fill in the blank with whatever you want to get rid of*" is uttered, summons a small horde of 2d20 1st level commoners with pitchforks, torches, and other such items crying "Down with *whatever you said*. They do not attack, and they vanish after d% minutes. Requirments: Caster Level 15, Summon Monster VII

For some reason I keep laughing when I read the description of the Amulet of rudeness.
Meyverya

05-25-05, 12:58 PM
Slippers of the Planes

These are a set of very dainty, pointed toe scarlet slippers made out of seude with satin on the inside. Once these very comfy set of slippers are placed on the feet, they adjust to the appropriate size. And... nothing happens. That is, nothing happens until the player walks. Each time a foot is moved forward, the wearer finds themselves in a different plane. Once the wearer moves their opposite foot, they go to another one and so on. Jumping moves the player at a dizzying speed through the amount of planes that the wearer would have went through if they had walked the distance of the jump. Same with falling. Caster level godknowswhat and price lol, you must be joking.