101 Ways to Make A Handkerchief Awesome


Homebrew and House Rules

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Dark Archive

Gnomezrule wrote:

Gentleman's Handkerchief of Sickly Intimidation

Despite giving the wielder of the handkerchief a deteriorating condition often called "consumption" by healers these gentlemanly accessories are still prized as boons to charisma granting a +2 enhancement bonus to charisma even as one must use the handkerchief as he coughs up blood. Once per day the wielder of the handkerchief can announce to a foe, "I'm your huckleberry." Once uttered the target must make a will save or flee. If the save is successful the target only engages the wielder of the handkerchief ignoring other targets.

"MY heart aches, and a drowsy numbness pains

My sense, as though of hemlock I had drunk,
Or emptied some dull opiate to the drains
One minute past, and Lethe-wards had sunk"

*cough cough, faints on chaise longue*


I inspired poetry pretty sure that means I win this thread! ;)


Shop Towel of Cleanliness

This small red towel protects the bearer against effects of the Grease spell.

Yellow Hanky

If the bearer of this Hanky is Flat-footed, he can as an immediate action toss this flag declaring a penalty against his opponent to become not flat-footed anymore.

Red Hanky of Challenge

As an immediate action after having a critical confirmed against him, the bearer of this hanky can throw it in the air and cause the opponent to reconfirm the critical success. This can be used up to three times per day, but the Hanky must be picked up first.

(There was a football game on)


Handkerchief of Merrick
Also called a Watcher's Cloth, this blessed square of fabric staves off the effects of old age and disease when placed to the mouth at the time of the saving throw. Whether the save is successful or not, no effect occurs. It does not cure disease or old age, but merely negates their effects.


Flaming nappy
Wearing this cloth as a nappy means the character never has to stop to do his business. It absorbs everything the character dishes out. What's even better, the nappy can be used as an impromptu fire/stink bomb. The longer the character wears it, the more "potent" the bomb.


Bandana of Bank Robbery

This Bandana grants a +5 to both Intimidate and Disguise when worn covering the mouth and nose while committing robberies.


Kerchief of Foul Contamination

When this fine gnomish handkerchief is screwed up and squeezed in a fist, all creatures adjacent to the user must make a DC 10 fortitude save or sneeze.
If the kerchief is offered to a person who has sneezed for any reason within six seconds, it appears befouled by an unspeakable cocktail of dirt and bodily fluids, and the sneezing creature must make a dc 15 fortitude save or be nauseated for a round. Creatures who pass the save are sickened instead.

Luxurious Beard of Dwarfkind

This handkerchief has a pattern reminiscent of a well-tended silver beard. When it is worn as a mask covering the lower half of the face, a non-dwarf wearer may activate it's power once per day by yelling "LOOK MA, I'M A DWARF!" at the top of their lungs. Creatures who can see and hear this outburst must succeed a DC 20 will save or stand up, reveal themselves to the wearer and yell "NO YOU'RE NOT, YOU'RE AN EMBARRASSMENT!"

The Plague Doctor's Precaution

This white handkerchief is embroidered with many symbols relating to cleanliness, purity and healing. If the user holds it over her own mouth with one hand, she is completely protected from all airborne poisons and diseases she would otherwise contract and is able to breath safely and comfortably in the presence of noxious fumes, smoke and all other impurities of the air. Unfortunately this item cannot create air where there is none, so in a sufficiently toxic environment the user will eventually suffocate.
The Precaution can only function while pristine. Luckily, airborne impurities cannot dirty it, but ketchup and (gods forbid) mucus still can.


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banthalo wrote:


58.) Little Toy Cloak
When tied around the neck of a properly anthropomorphic child’s toy (a doll, a plush animal, a wooden soldier, etc.), this handkerchief brings the object to life as if animate objects had been cast. This effect lasts for up to 10 minutes at a time, and is usable three times a day.

Adorable idea, but I'm imagining my Nieces and Nephews if their favorite toy stopped working after 30 minutes. It's not a pretty picture.


"Blindfold"

This cloth is designed to be easily worn over the wearers eyes, though the wearer can still see normally.

There are rumors of greater versions that actually enhance vision.


Wee Hero Mantle
Worn like a mantle, this casts fly once per day on tiny creatures only.


Tiny Coffee Golem wrote:
banthalo wrote:


58.) Little Toy Cloak
When tied around the neck of a properly anthropomorphic child’s toy (a doll, a plush animal, a wooden soldier, etc.), this handkerchief brings the object to life as if animate objects had been cast. This effect lasts for up to 10 minutes at a time, and is usable three times a day.
Adorable idea, but I'm imagining my Nieces and Nephews if their favorite toy stopped working after 30 minutes. It's not a pretty picture.

If it does nothing but animate the toy, I think he meant it to be permanent while worn. The one that turns it into a full sized monster(Hobs) works for 10 minutes at a time, 3 times a day, but deactivates when elder relatives show up(parents).


Well done, everyone. Thank you for contributing!


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Blankie
Anyone holding this old, scruffy blanket must roll a will save (DC 12) each round it remains in their possession. On the first failed save, the subject is affected as if by a Forced Quiet spell. Next time he fails, he also goes under the effects of Calm Emotions. On a third failed save, the subject falls asleep.
All effects save for sleep persist until the blankie leaves your possession. If lulled to sleep, you sleep peacefully for the next 2d4 hours unless forcefully interrupted. A subject waking up with the blankie still in hand is still under the effects of Forced Quiet and Calm Emotions, but need not save against sleep for the next 12 hours. If the blankie is taken from a sleeping subject, they get a will save (DC 12) to wake up prematurely. (Optional: roll a will save to avoid screaming like a baby).
The blankie has an addictive quality to it, and anyone using it (willingly or unwillingly) may begin to act cranky and irritable when the blankie isn't with them and might actively seek it out. The longer they've had the blankie, the worse the addictiveness becomes. How soon it happens and when it gets worse is subject to DM judgement and roleplay.


The Cloth of Safekeeping

This grey, square cloth embroidered with golden keys can be wrapped around a Tiny or smaller object. After 1 round, the object vanishes. Folding the handkerchief in on itself and opening it makes the object reappear.

Living creatures can survive inside the cloth for 1d4+1 minutes before asphyxiating.


59.Granny's biscuit savor
any piece of food or meat no bigger then one pound does not rot while wrapped up in this napkin. this can be use to save a small amount of remains for resurrection spells


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The Shammy of Wow

The wizard Wow was a brilliant though lecherous arcanist. He often wore his other artifact, The Mouthpiece of Marketing that convinced all who heard him to be taken in faster than the crowd of a 20th level bard.

The Shammy was one of the products he created and sold. It was a small orange cloth of unusual density for its size. The inner layers of the fabric were supposedly honeycombed with tiny portals to an extradimensional space; one in which ANY liquid could be stored.

These fell devices then could soak up any and all liquid, from as little as a spill to as great as a lake (depending on which version of the product... er, device was purchased...I mean found). The fluid was then stored in the other space until recalled by the ritualized wringing of the Shammy.


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Why, I can make a hat, or a brooch, or a pterodactyl!

Shadow Lodge

loincloth of alluring charisma


The Reanimator
When put under the nose of an unconscious creature, this smells so badly like a burned hen that it reanimates immediately. (There are parfumed versions too, but they don't work so well).


Conman the Bardbarian wrote:
loincloth of alluring charisma

You joke, but I was at an outdoor concert several years ago and saw a slender, very attractive girl who'd taken two large bandannas and tied them in such a way as to make a loin cloth with them. Oh, the joys caused by slight, handkerchief lifting breezes that day.

Dark Archive

Madclaw wrote:

Hankie of Sunlight

When shaken this small piece of cloth emits a bright flash of light for up to 5 rounds equivalent to the light spell per day. Once expended it needs to be placed in direct sunlight for 1 minute per round equal to the amount of rounds used. If the hankie is held in the hand of a truly happy person while charging the light spell effect is replaced by a daylight spell effect instead.

Dresden much?


The Seven Veils

When used in performing an erotic dance for someone, at the conclusion the the viewer of the Dance must make a Will Save DC 5 + number of skill ranks in Perform: Dance the dancer has or grant one thing within their power to the dancer. Generally along the lines of a boon.


divineshadow wrote:
Madclaw wrote:

Hankie of Sunlight

When shaken this small piece of cloth emits a bright flash of light for up to 5 rounds equivalent to the light spell per day. Once expended it needs to be placed in direct sunlight for 1 minute per round equal to the amount of rounds used. If the hankie is held in the hand of a truly happy person while charging the light spell effect is replaced by a daylight spell effect instead.
Dresden much?

You say that like it's a bad thing.


Handkerchief of Sustenance
Any food, no matter how old and moldy, that is fully wrapped in this handkerchief in the early hours of the morning(say, between 6 and 7 AM) has purify food and drink cast upon it if eaten at noon exactly.


The Hand Kerchief
Embroidered on this simple white lace cloth in the center is a blue hand with several arcane symbols. Just possessing this thing on one's person grants them a permanent mage hand effect. It may be used however to conjure up a Crushing Hand to perform any of the actions that spell can take, merely by emulating them with the kerchief. For example to crush someone simply will the device to target them while crumpling the cloth.

The Hand Kerchief has a CMB of +33 and a CMD of 43. A successful crushing attack inflicts 2d6 +12 damage. The Hand Kerchief may be used 5/day (one for every finger) and lasts for 20 rounds each time. It is said that this was crafted by the wizard Percy, the Devourer of Souls (who chose his OWN moniker) for he wanted his enemies to stop referring to him as "dainty".


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And now, 0-level kerchiefs:

Veil of Competence:

This purple hat has a veil of black lace which drapes over one eye. The pattern of the weave is a fine mesh of divine incantations. These devices were commissioned by a prince during a period of revolution. When worn they provide a +1 Competence bonus to any single attack roll or skill check

Heartpatch:

This quilt patch is embroidered with a stylized heart trimmed in gold strand and magically affixes itself to an outer garment. When worn it provides 1 temporary HP and, once this is lost, the vitality may be refreshed as a Swift action by pumping the heart once. The Heartpatch has 50 charges when created

Compass of Cloth:

This heavy patch of canvass is shot through with iron fibers which have a faint magnetic field. Also permanently bound to the device is an oppositely charged needle in the form of an arrow. Finally at the four corners of the fabric are faded red letters equating to the cardinal directions. When unfurled and commanded the device's needle points to True North no matter what the environment and conditions, unless in an extraplanar region with no "north" equivalent


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Can't believe this one hasn't been used yet:

Hanky-Panky: When when waved at a person that is looking at the user, the target becomes affected by Unnatural Lust (CL 5) with a duration of 1D6 hours. The user of the Hanky-Panky is the object of the target's lust. The Hanky-Panky can only be used once, after which it is destroyed.


Snotshot Rag:

These rags, embroidered with arcane and elemental glyphs, are useful (though disgusting) weapons. They are "loaded" by blowing snot or other bodily fluids into them (Move action) and then fired like a sling. The user makes a Ranged Touch attack on a single target within 30' to deal 1d3 of a specific element (Acid, Cold, Electricity or Fire). The Snotshot Rag can be used indefinitely but after 10 uses must be washed before it can be activated again


Heavy Handkerchief:

These insidious devices are generally crafted by witches and used to initiate attacks. When they are folded a certain way and then taken by another the victim makes a DC 12 Fort save; failure indicates the victim is Fatigued for as long as they possess the Handkerchief as it weighs upon them. Removing the device requires a Move action and a successful Fort save.

Whisper Cloth:

These wraps are secured around the neck and are generally a solid color with white trim. They occupy the Neck slot for magic items on the body. To use them the cloth is pulled up and cinched over the mouth of the user. Once so secured any others wearing secured Whisper Cloths within 130' may hear and similarly converse with the user. This conversation is whispered into the cloth and magically transmitted to the others so that nearby listeners might hear the verbiage (DC 25 Perception check)


Kerchief of magic dominance. This hanky is tucked into an inside pocket, usually over the heart. The first bullet that hits the owner is plane shifted to Battor. It's made of silk, charged with plane shift, and destroyed by one use. Despite the cost, some nobles may have up to 10 on their person because they may save their life. It only works against gun bullets, not sling bullets, bolts, or arrows.


Pilferer's Kerchief: a small black square that can be used to hide items of size Tiny or smaller. The kerchief is unfolded, an item is placed on top of it and the kerchief is folded to emcompass the item. As a result, the item becomes the target of a Shrink Item (CL5). The object becomes a cloth-like one (as per the spell) that seems to be stitched on the kerchief. The item can be removed by folding and unfolding the kerchief in a specific manner. The Pilferer's Kerchief can be used as many times as desired, although only one item can be shrunk by it at any point.


I'd originally done this in another thread, but I think it's both topical and worth sharing here:

Traveler's Bindle

Aura faint transmutation; CL 1st
Slot -; Price 1780 gp; Weight -.
---------------------------------------------------------------------
This square of cloth appears to be made of modest material bearing a simple pattern. When a waterskin and up to
three smaller cloth bundles of nuts, berries, or grain are wrapped in the Bindle and the whole carried for a
full day of travel, come the next morning the bearer finds the waterskin filled and the bundles of simple
food transformed such that each becomes filling enough to feed a creature of Medium or smaller size for a full day.
---------------------------------------------------------------------
Requirements Craft Wondrous Item, Create Water, Abstemiousness; Cost 890 gp


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Security Blanket of Pontification

Carrying this well-worn sky-blue cloth sized as a child's blanket grants the owner a +2 morale bonus on saves against fear effects, as well as a +2 bonus on Knowledge (History, Local, and Religion), Perception, Perform (Oratory), and Sense Motive.


Tiny Coffee Golem wrote:
banthalo wrote:


58.) Little Toy Cloak
When tied around the neck of a properly anthropomorphic child’s toy (a doll, a plush animal, a wooden soldier, etc.), this handkerchief brings the object to life as if animate objects had been cast. This effect lasts for up to 10 minutes at a time, and is usable three times a day.
Adorable idea, but I'm imagining my Nieces and Nephews if their favorite toy stopped working after 30 minutes. It's not a pretty picture.

Then it's just like a rechargeable battery-powered remote-controlled car/helicopter. The real issue is when you have one Little Toy Cloak and four kids...


This thread is awesome btw...


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Orthos wrote:

Security Blanket of Pontification

Carrying this well-worn sky-blue cloth sized as a child's blanket grants the owner a +2 morale bonus on saves against fear effects, as well as a +2 bonus on Knowledge (History, Local, and Religion), Perception, Perform (Oratory), and Sense Motive.

"Lights please? 'And there was a light in the sky and the shepherds were afraid. And the angel of the lord said unto them fear not, for behold, I bring you tidings of great joy which shall be to all people. For unto you this day is born in the city of Bethlehem a savior, which is Christ the lord. And this shall be a sign unto you. You shall find the babe wrapped in swaddling clothes and lying in a manger. And suddenly there was with the angel a multitude of the heavenly host praising god and saying Glory to God in the Highest, and on earth peace, and goodwill toward men.' That's what Christmas is all about Charlie Brown."

I can't even type this w/out shedding a silent tear. If I've offended I'm sorry, but just the same happy holidays to all and to all, peace on earth and goodwill.


Freedom of religion is inclusive, not exclusive.
Star of faith. This cloth has a six pointed star embroidered in gold. When placed beneath a lamp it will burn for 12 days on one filling of oil. If placed in the mouth of a clay golem, it will heal by absorbing clay, even out of dirt. The golem now responds to the placer of the cloth and all their descendants.


Thanks G-squared!

Kerchief of Sanctuary

Waving this simple white cloth grants the user a DC 20 Sanctuary effect for 1 minute. This device functions 3/day.


Galtian Indictment
This aged scarf was either made by someone who couldn't tell a knit from a purl or contains record of the alleged abuses of the Galtian nobility in the years leading up to the revolution. It can be deciphered with a DC 18 linguistics check to give a permanent +5 circumstance bonus to knowledge: history checks related to the years leading up to the revolution in Galt.


What an incredibly imaginative and talented group you are! Offhandedly (no pun intended), you've come up with some amazingly creative ideas.

Silken Surprise

When the bearer waves this piece of brightly-colored, cunningly-embroidered cloth and speaks the commands phrase, "Oh, yoo hoo!?" the target must make a Will save against DC 22 or be Fascinated.

Hanky Panky

This scarlet kerchief's bearer may, once a day, attempt to seduce an individual by displaying it and murmuring an appropriately suggestive phrase, such as, "Feel it ... just like silk." If the target fails a DC 15 Will save (DC 30 if he or she is customarily attracted to that gender), he or she enthusiastically participates in the sexual shenanigans of the bearer's preference as if the victim of a particularly potent Charm Person spell.

The victim is entitled to a second Will save at +5 if he or she: is married; is involved in a serious romantic relationship; possesses the Iron Will feat; or is a person of unimpeachable character, such as a paladin. (DM's discretion on that last.)

Anyone victimized by a Hanky Panky is immune to subsequent attempts employing that particular one—once bitten, twice shy and all.

(The DM may rule that bards, sorcerers/wizards specializing in enchantments and witches are immune to any of the above items' effects.)

Cling-on Kerchief

Upon dropping this handkerchief and uttering the command word, "Whoosh!" a gust of wind will seize and cause it to wrap around the target's face, blinding him or her unless he or she makes a DC 22 Reflex save to dodge it. Once in place, the cloth clings and resists being removed with but one hand (-7 on the attempt). Inventive wielders have been known to dip the cloth in water, drugs and even poisons or acids; such results and possibilities are left to individual DMs.

[Edit: I did not read through the entire thread before writing my post. Apologies to The Quite-big-but-not-BIG Bad for using "Hanky Panky," but since I came up with it independently, I'm going to let it stand.]


Tiny Coffee Golem wrote:

"Blindfold"

This cloth is designed to be easily worn over the ... eyes, though the wearer can still see normally.

There are rumors of greater versions that actually enhance vision.

Would this Blindfold protect the eyes from various effects that target them, such as illumination magic and such—in other words, the benefits of wearing a blindfold without the drawbacks?


Bandanna of False Ass Kicking

Aura strong enchantment
Slot head

Description

The Bandanna of False Ass Kicking a thin strip of cloth designed to be tied around the head. It is dully colored with a sloppily stitched device on the forehead depicting a hand grasping a chicken by the neck.

When a character picks up or examines a Bandanna of False Ass Kicking they must make a DC 16 will save. If the character fails the save they perceive the Bandanna as a deep, royal red with the figure of a dragon dropkicking a tiger over a rainbow while several busty and scantily clad females look on adoringly. They are also filled with certainty that if the bandanna is worn it will confer absolute mastery of unarmed combat.

While the Bandanna of False Ass Kicking is worn the user loses the Improved Unarmed Strike feat (if they possess it) and becomes unable to use any natural attacks. Whenever the wearer encounters a character that they perceive as a threat they must succeed at a DC16 will save or immediately challenge that character to a fist fight. In addition the wearer must make a DC16 will save every 1d6 minutes or immediately bellow "I KNOW KUNG-FU!" at the top of their lungs.


Ruined Handkerchief of Stopping
as a swift action, this handkerchief can be drawn and stuffed into an enemy's mouth, Disorienting them for one round and silencing them until they take it out.


Handkerchief of Surprise Surprise

This handkerchief is enscribed with explosive runes and handed out folded double. Safety procedure dictates a give and back away motion.

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