"Useless" magic items to give to players


Homebrew and House Rules

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Scarab Sages

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I'm planning on running a high magic campaign and I want some random magic items to sprinkle into the loot. I don't want them to be actually very useful though, so that I can include them from lvl 1 and don't have to include them into the WBL or really think about them at all. Additionally for more fun I would tell them the name of the item, but not the description.

Basically they range in power from minor cursed items to effectively the cantrips of magic items.

Here is the list I have so far:

Armor of UNREAL AIR:
Masterwork suit of banded mail. When completely worn: halts all of wearer’s horizontal movement, user moves upwards at 5’ per round... Forever.

Arrow of Unlively Vigor:
Arrow heals 6d6 to those negatively aligned, cannot deal damage.

Liferaft stone:
Stone cannot go lower than 1” under water. Item must be submerged in liquid or take 1 damage each round, 10 hp.

Useless Ring:
Ring of wishes with 1 charge, command words cannot be found my any method. Command words are “I wish”…

Shield of Self-Protection:
Whenever the wearer fights defensively or takes the "Total Defense" action the shield casts “circle against evil/good/chaos/law” (according to the wearer's alignment) around the wearer at CL 1, focused both inward and outward, binding the wearer in place for 10 min in addition to other effects

Headband of (Il)Literacy:
+2 headband of intellect removes the wearer’s ability to read (including spellbooks) for as long as it is worn and 1 additional day. The headband gives its skill ranks to linguistics.

Belt of Deep Breathing:
+2 Constitution belt reduces the time the wearer can hold their breath to 1 round

Carrying Stone:
Golden stone glows as a torch and, when affixed to a non-living object weighing less than 1000 lb, floats the attached object 1” above any terrain. One point on the object must always be 1” above the terrain.

Chaos Rod:
Cure Serious Wounds 5/day, also roll on Rod of Wonder table.

Scabbard of the Second Place:
+2 initiative as long as a weapon is held in it, wearer must draw the weapon as a Standard action, wearer gains Haste for 1 round after the weapon is drawn.

Helm of Suicide:
Wearer can choose to have any damaging attack on them be a critical hit, in exchange the enemy provokes an AoO.

Diver’s Bell:
Wearer gains water breathing for as long as the helm is worn, also blinded.

Hand of the Dropout Mage:
Mage hand at will, can only affect organic items.

Amulet of Thought Projection:
As a [swift] action, the wearer may project their thoughts to everything within 120’. This does not count as verbal components to spells.

Cloak of Elemental Transmutation:
The wearer may change any type of energy damage effecting them to Sonic damage (this can apply to AoE spells effecting them too)

Vest of the Arcane Tap:
The user may cast any first level spell into the vest to have the vest grow berries as Goodberry. These berries do not expire as long as they are attached to the vest. Only 8 berries may be attached at one time.

Lantern of Detection:
This lantern glows as a torch whenever it is within 5’ of any magic/good/evil/chaotic/law aura, poison, undead, disease, animal, or living plant.

Be more than welcome to post your own or give commentary.


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Remote Control

Spoiler:
The bearer of this item can give telepathic commands to an unseen servant if he is within 100' of it. A specific permanent unseen servant in an unknown private residence somewhere. It can be retuned to a new unseen servant by the caster with a DC10 spellcraft check or to an unseen servant you did not cast with a DC20 spellcraft check.

Can of Cold

Spoiler:
This metal cannister is large enough to contain a wine bottle or 1d6+1 potions (depending on what shapes the potion flasks are). It keeps its contents slightly above freezing.

Also, look in this thread.


Sorcerer of the Maestro bloodline disagrees with your analysis on the cloak of elemental transmutation.

I won't say its not niche, but for the right PC, aka the ones that can get immunity to all sonic damage, that is a dang useful ability.

Silver Crusade

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SORD...:
The wielder of this +1 SORD... must make a DC 15 reflex save every turn to continue holding this weapon due to it's unbelievably crappy material

Seems like the kind of item you're looking for.


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Ring of earth walking: allows the wearer to walk on the ground. Great for the mermaids who crafted it, absolutely useless to the average PC.


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Thomas Long 175 wrote:

Sorcerer of the Maestro bloodline disagrees with your analysis on the cloak of elemental transmutation.

I won't say its not niche, but for the right PC, aka the ones that can get immunity to all sonic damage, that is a dang useful ability.

Screw niche, it means that you only need 1 protection from energy spell to cover ALL ELEMENTAL ATTACKS! That item is one of the best out there.


Infinite Perspective Goggles

Spoiler:
See everything on your current plane, but contract insanity (no save) unless on a demiplane created for your benefit

Liberty's Edge

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Excalipoor: At first glace, this seems like a +3 keen holy longsword... but as you bring it in contact with your foe, the realization that that bastard Gilgamesh tricked you kicks in.

Regardless of critical hits, effects such as Smite Evil, the wielder's Strength modifier, whether he uses Excalipoor as a one- or two-handed weapon, or positive energy resistance/vulnerability, Excalipoor always does exactly 1 damage to its target. This damage bypasses any damage and/or energy resistance the target has, and may not be healed with fast healing or regeneration.

If Excalipoor is thrown, it does damage as a +3 keen holy longsword.


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Atarlost wrote:
Infinite Perspective Goggles** spoiler omitted **

Additional benefit: you always know where your towel is.


Snorb wrote:

Excalipoor: At first glace, this seems like a +3 keen holy longsword... but as you bring it in contact with your foe, the realization that that bastard Gilgamesh tricked you kicks in.

Regardless of critical hits, effects such as Smite Evil, the wielder's Strength modifier, whether he uses Excalipoor as a one- or two-handed weapon, or positive energy resistance/vulnerability, Excalipoor always does exactly 1 damage to its target. This damage bypasses any damage and/or energy resistance the target has, and may not be healed with fast healing or regeneration.

If Excalipoor is thrown, it does damage as a +3 keen holy longsword.

So... it can kill the tarrasque, then?


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Excalibur: A sword of infinite power. It is treated as a simple weapon for the purposes of proficiency, and the wielder claims automatic victory in any battle s/he enters. However, the wielder must abide by the sword's 1000 provisions, including daily attendance at the 5 Hour Story Telling Party.


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FuelDrop wrote:
Atarlost wrote:
Infinite Perspective Goggles** spoiler omitted **
Additional benefit: you always know where your towel is.

No. Always knowing where your towel is is a class feature from being a hoopy frood.

Silver Crusade

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Arachnofiend wrote:
Excalibur: A sword of infinite power. It is treated as a simple weapon for the purposes of proficiency, and the wielder claims automatic victory in any battle s/he enters. However, the wielder must abide by the sword's 1000 provisions, including daily attendance at the 5 Hour Story Telling Party.

The wielder's class is changed to "Fool."


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Arachnofiend wrote:
Excalibur: A sword of infinite power. It is treated as a simple weapon for the purposes of proficiency, and the wielder claims automatic victory in any battle s/he enters. However, the wielder must abide by the sword's 1000 provisions, including daily attendance at the 5 Hour Story Telling Party.

Magnificent.


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Combs of the Magi
A set of lovely tortoise shell combs, as would be worn in the hair as an adornment.

Spoiler:
When given to a person, they loose their long beautiful hair, but gain 1 GP per inch of hair they had.

Chime of Closing
A hollow tube of brass, with a striker hanging from a short chain.
Spoiler:
When the end is pointed towards an open door, window, flap, or button that is capable of being closed, and the chime is struck, the object pointed at closes. Any resistance from a creature will prevent this closure, and a closed object is not locked by this effect.


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Atarlost wrote:
Infinite Perspective Goggles** spoiler omitted **

Don't forget Peril Sensitive Goggles

Spoiler:
Designed to help the wearer develop a relaxed attitude to danger. The lenses turn completely black at the first hint of trouble, thus preventing the wearer from seeing anything that might alarm him/her

Liberty's Edge

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FuelDrop wrote:


So... it can kill the tarrasque, then?

If you can hit the tarrasque 525 times, and you can survive the tarrasque's entire suite of attacks, then yes, you can kill the tarrasque with Excalipoor. =p


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Cask of the Amontillado:
This fine, albeit small cask (approximately 1-2 gallons) contains some of the finest sherry known on any plane and magically replenishes itself back to full capacity every 24 hours. However, in the event that the cask is ever emptied, the owner of it will found himself entombed in hastily placed mason work when the cask replenishes itself.


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Pearl of the Powerless:
This item appears to be a normal functioning pearl of power. Upon activation, the Pearl of the Powerless drains two spells of your highest level to restore a lower level spell.


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Arrows of Healing: When fired from a bow and dealing damage to a creature, that creature heals damage as the spell cure light wounds.


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That Arrow of Unlively Vigor would be of use to a necromancer with undead minions.

Wand of Treasure Detection: This wand has infinite charges, when triggered it points to the nearest treasure. Unfortunately, it was crafted by a pervert looking for elf/goblin porn, that is the only thing it considers "treasure".

Shadow Lodge

Ring of Reaction:
The wielder of this ring gains a +50 to initiative, but can not under any circumstance go before any other creature, trap, haunt, or other hazard in initiative unless they are also wearing a Ring of Reaction.
Smurf Slayer:
This finely crafted weapon is designed specifically to kill smurfs. It is a +5 Vorpal Keen Scimitar. In addition the Vorpal quality applies to any confirmed critical hit, not just a confirmed natural 20. It is counted as a simple weapon for proficiency. It also may not be wielded by or deal damage to/kill any creature of a size larger than diminutive.
Rod of Wierdness:
When you activate this rod, roll d%. On a 1-50, your skin randomly changes to a color of your GM's choice. On a 51-75, you turn into a chipmunk for 1 round, then a squirrel for 2 rounds, then turn back to normal. On a 76-100, you gain the spellcasting powers of a 20th level wizard, but you can only cast spells with somatic components and gain an Arcane Spell Failure chance of 99%.
Book of the Future:
When you read this suspicious how to guide from the future [Named the "Pathfinder Core Rulebook", You automatically get to know one thing about every enemy as if you had made a successful knowledge check against it and beat the DC by 5. However, you must read the book and do nothing else[including blinking] for 1d4 hours to make any such check, and the enemy must be in front of you.
Wand of Summon Fighter One:
When this wand is activated [treat spell as a 9th level wizard spell], you summon a first level fighter with a 7Con, 8Str, and 9Dex, and a 20 in all mental stats. This wand may only be activated by a successful UMD check or a wizard who can cast 9th level spells.


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Trousers of deception: This pair of thick, wooly trousers provides a +9 enhancement bonus to the wearer's bluff skill. When the wearer begins telling a lie, the powerful magic imbued within the Trousers of Deception causes the trousers to light on fire.


Ring of Degeneration

Belt of Pixie Strength

Ring of Smell Storing


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sgriobhadair wrote:
Ring of Smell Storing

I'm sure there's some kind of a "smell my finger" kind of joke here.


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Enchanted Hog

In the kitchen somewhere near the cutting board. To the right of the cutting board is a hole about 6 inches around. On the ground beneath the hole is statue of an anthropomorphic pig. The pig appears to be dressed in back woods attire common in the Dark Moon Vale of Andoran. The pig's mouth is open head back so that its large open mouth catches what comes down the hole. No matter how much food debris goes it the pig remains empty. In the bottom of the pig is a bag of devouring. Some clever chap made a magic ga4bage disposal.


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Snorb wrote:
FuelDrop wrote:


So... it can kill the tarrasque, then?
If you can hit the tarrasque 525 times, and you can survive the tarrasque's entire suite of attacks, then yes, you can kill the tarrasque with Excalipoor. =p

The first step is to have someone else put it into negative HP and keep it there. I suggest at least 25 CR of archer paladins with a sprinkling of bards or evangelist clerics.

Then you hit it 525 times with Excalipoor. A cleric 1 of Iomedae Monk 16 or greater with Crusader's Flurry could do so in a mere seven and a half minutes.


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Oooor you can attach it to a Blinkback Belt and be able to full attack with the superior throwing option.

Silver Crusade

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Boots of Superior Height:
The wearer of these boots increases in size to become one inch taller than other creatures within 50 feet of them. The previously tallest creature is made instantly aware of this, and will do whatever they can to reassert how tall they are.


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The Quest For Excalipoor: Six NPC-class characters find the one thing that can finish off the tarrasque before it rises again, buried in a pile of manure. The one problem? The real heroes are miles away.

Wait, there's more than one problem. There's also the problem that that's where the tarrasque is, the characters only have a bunch of other useless items to keep them alive, and, oh, yeah, there are tons of lesser spawn of Rovagug all looking for Excalipoor so they can destroy it.

The characters must fight, sneak and deceive their way past the spawn, using every trick they've got, to deliver the sword and save the world.

Coming this summer to a table near you.


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Second Place Ring: The wearer of this ring ALWAYS goes second in initiative except on a critical failure. Wearer cannot act in a surprise round for any reason.

Aboleths Grand Gift Amulet: The wearer of this strange copper amulet may activate one of the 3 tentacles (3/day) to activate aboleths lung on them selves (10 minutes), as well as lifebubble (air only) on them selves (10 minutes). The tentacles glow until the effect ends. Dismissible, charges renew each day only if submerged in water for 10 minutes.

Sympathetic Stinging Sword: This +1 Greatsword has gold brambles etched into the entire weapon, handle, hilt, blade, and pommel. When the blade successfully strikes a foe, it also adds 1 point of bleed damage to the foe (does not stack). The weapon also deals the same damage to the wielder (as well as 1 point of bleed damage, does not stack).

Sneaky Bastard Sword: This bastard sword has designs of bloody knifes punched through the blades center. This blade doubles sneak attack damage on a successful critical sneak attack, it also emits a constant light effect and has a strange humming sound when it moves (unless in a sheath), this sound is only audible to the wielder and the target (who can never be flatfooted if he hears it). This sound can be heard by deafened creatures, but not creatures without a sense of hearing (Supernatural effect).

Ring of Comprehend Common: This ring grants the wielder the ability to comprehend common as the spell effect 3/day. Wielder must have the ability to speak and understand 1 other language to use this item. Command word activation is in common.

Shield of Shield: This O shaped temple shield has a large hole in the center where a holy symbol once was, until the God of that symbol was overthrown and all memory of it destroyed.
This shield acts as a heavy wooden shield +2 AC, and as the spell shield +4 AC centered on the front of the shield (+4 total AC). Against a critical confirmation the shield spell and the shield bonus are negated for that confirmation roll (due to lack of faith in a dead God). Those who know the lost God and are faithful to it have +8 AC, and maintain the shield bonus on a critical confirmation.

Scabbard of Impossible Sharpness: This magical scabbard can contain any light weapon with slashing or piercing (or both). Any weapon contained in this scabbard for 1 Day gains +5 to the first attack and +5 to first damage (Multiplied on critical). The scabbard cannot resist the sharpness of any blade removed from it and is instantly sliced to pieces when the blade is removed. If the scabbard is damaged by a slashing or piercing weapon it cannot be mended by magical or mundane means.

Robe of Cantrip Renewal: This tight, form revealing silk robe, enables the wearer to cast a single cantrip into the material each day. Each time the wearer casts that cantrip, its slot is refreshed allowing that particular cantrip to be cast again by the wearer for that day. Wearer must have the ability to cast arcane spells lvl 1 to utilize the effect.


Rainy Day Umbrella

This magical umbrella provides attractive protection from rain, or sun, and is ALWAYS in style.

Magic Powers:
When the top surface makes contact with water, the bottom half creates a steady stream of water as per Create Water (CL 17) centered on the head of the umbrella's wielder. Created water is contaminated with 1d12 Diseases determined at time of item creation.

When top surface is exposed to heat or direct light, bottom surface creates a localized blast of heat, as Sirocco (CL 17) though confined only to the wielder of the umbrella.

When viewed while being held by the wielder roll 1d2. On a 1, all but the wielder see a scrolling message saying "Smile for a silver, Wink for a gold!" in any language they are able of reading. On a 2, all but the wielder see a extremely offensive statement in regards to their race, in any language they are able to read.

Charmer's Refuge
Nothing says charismatic like your own private island! This magical ring will make you the most charismatic person to have ever lived!

Private Island Ahoy:
When this ring is worn, the wearer immediately receives a +6 Charisma bonus that last for 1d4 days. The wearer is affected as if by Sequester, CL 10.


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Guardianlord wrote:
Second Place Ring: The wearer of this ring ALWAYS goes second in initiative except on a critical failure. Wearer cannot act in a surprise round for any reason.

Surprise round aside, and arguably even with that, this is a pretty good item.

Quote:
Ring of Comprehend Common: This ring grants the wielder the ability to comprehend common as the spell effect 3/day. Wielder must have the ability to speak and understand 1 other language to use this item. Command word activation is in common.

Also pretty good. Hold onto it until you have to speak to someone who doesn't know common, then give it to them and teach them the command word by rote.


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EvilPaladin wrote:
Wand of Summon Fighter One:

aka Wand of Summon Trapspringer.


SAMAS wrote:
Guardianlord wrote:
Second Place Ring: The wearer of this ring ALWAYS goes second in initiative except on a critical failure. Wearer cannot act in a surprise round for any reason.

Surprise round aside, and arguably even with that, this is a pretty good item.

Quote:
Ring of Comprehend Common: This ring grants the wielder the ability to comprehend common as the spell effect 3/day. Wielder must have the ability to speak and understand 1 other language to use this item. Command word activation is in common.
Also pretty good. Hold onto it until you have to speak to someone who doesn't know common, then give it to them and teach them the command word by rote.

I know a few Rogues and Wizards who would hate not to go first in Initiative (especially if the enemies get to go first).

Shadow Lodge

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N. Jolly wrote:
** spoiler omitted **

So if the wizard casts a Summon Monster spell and summons a Huge Elemental within 50ft of the fighter wearing these, does he become 1 inch taller than huge? Does that grant him reach? What if the fighter takes that excalipoor and decides to try and hit the Tarrasque 525 times, does he become 1inch taller than Colossal?

Shadow Lodge

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Guardianlord wrote:
SAMAS wrote:
Guardianlord wrote:
Second Place Ring: The wearer of this ring ALWAYS goes second in initiative except on a critical failure. Wearer cannot act in a surprise round for any reason.

Surprise round aside, and arguably even with that, this is a pretty good item.

Quote:
Ring of Comprehend Common: This ring grants the wielder the ability to comprehend common as the spell effect 3/day. Wielder must have the ability to speak and understand 1 other language to use this item. Command word activation is in common.
Also pretty good. Hold onto it until you have to speak to someone who doesn't know common, then give it to them and teach them the command word by rote.

I know a few Rogues and Wizards who would hate not to go first in Initiative (especially if the enemies get to go first).

I know a few fighters and paladins who would love to not go last for a change.


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But here's the thing: you may never go first, but you also never go last. Or third, for that matter, you are always in a position to have a big effect on combat.

Silver Crusade

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EvilPaladin wrote:
N. Jolly wrote:
** spoiler omitted **
So if the wizard casts a Summon Monster spell and summons a Huge Elemental within 50ft of the fighter wearing these, does he become 1 inch taller than huge? Does that grant him reach? What if the fighter takes that excalipoor and decides to try and hit the Tarrasque 525 times, does he become 1inch taller than Colossal?

It makes the wearer one hell of a Kaiju fighter, that's for damn sure.


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As long as you are willing to let them sell them for any amount of money, they are not "useless".


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Maybe we should make this ring for real, I could make a fortune selling it to DEX dump classes. What do you think 100 000gp?

I have another one
Bag of Infinite Gold Storing: This 1lb bag looks like an ornate coin purse. Except it can contain any amount of Gold coins or bars. Anything else placed in the bag is gently ejected. Once placed inside the Gold vanishes to an extra dimensional plane (where anything that enters must be gold or be shunted to another plane) and becomes inaccessible by any means except a wish spell. Many magical beings use this pouch to trick mortals into giving up their gold, then wish this gold to other mortals in small amounts.

Not so much useless as handy to give to a gold burdened PC (If you are a really evil GM that is).

Shadow Lodge

Wycen wrote:

.

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As long as you are willing to let them sell them for any amount of money, they are not "useless".

They are all worth 1*10^-9, or 1 billionth of one copper piece.


A few odd items from nearly 4 decades of loopy gaming. Strange, I think most of these slipped into games hours past midnight....

A large slab of an unknown stone that humms...(ate up the best part of an hour before the party had to get going)

A pair of porcelain rings that give off a burst of intense Transmutation magic when they touch. Both rings change color and teleport away (of course, only then did the owner find out he needed them for identification later, but they turned out to be the wrong pair of rings)

A brass pot that brews a 'perfect' cup of tea. (the campaign does not have tea...)

A large piece of fabric that folds itself up at random times, transforming into something else each time. (I handed it out as a cape, and two days later it swapped out to a leaky pup tent, then a tarp, a bright yellow pavilion, a hundreds of yards long ribbon, after which it got a lot of player input, the key being a not entirely useful form).

A circlet that attached to the scalp, preventing anything from being used there.

A bear skin that changed types and conditions.


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A mouse skeleton that glows like a Light spell and will run up and down any hanging rope or chain it is placed on. Light color can be changed from white to red, blue or "black" on command. Completely harmless, AC10 and 1HP.


Ring of Class Change: This ring does nothing unless you have at least 10 class levels. When equipped, you immediately change class once; if your primary class is a caster you may change into any martial, if your primary class is a martial you may change into any caster. You retain your class abilities from your prior class and do not gain anything you missed. Have fun being a level 10 wizard with 0 caster levels or a level 10 fighter who's missed half her bonus feats and has 5 BAB.


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Fetchystick wrote:
Trousers of deception: This pair of thick, wooly trousers provides a +9 enhancement bonus to the wearer's bluff skill. When the wearer begins telling a lie, the powerful magic imbued within the Trousers of Deception causes the trousers to light on fire.

Ok, I admit it, before reading the part about catching on fire I was thinking "Pinocchio."


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Joex The Pale wrote:
A mouse skeleton that glows like a Light spell and will run up and down any hanging rope or chain it is placed on. Light color can be changed from white to red, blue or "black" on command. Completely harmless, AC10 and 1HP.

Are the command words "Hickory Dickory Dock"?

Purifying Canteen: Any water placed in this canteen is cleansed of poison and disease to become completely safe to drink. It has no effect on diminutive creatures, spells, or divine effects on the water. There is a chance once a day that the water inside will be transformed into an equal amount of dust (or dirt). There is no way to tell that the water has been changed until one drinks from the canteen. Chance 50%/day.


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Limited Fish

This nonintelligent magical fish appears to grant wishes as a ring of three wishes, but the fish has a very limited idea of wants and needs. Any wish made to it results in small, translucent flakes of nutritive substance raining down on the wisher.


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Bigger Fish
Slightly larger version of the limited fish. Can be summoned.

Shadow Lodge

These are a just a tad extreme, but

Walking Stick:
The Walking Stick is a Magical +5 Vorpal/+5 Vorpal Quarterstaff that has been magically enchanted to do slashing damage. However, as soon as you attempt to use the Walking Stick for an attack, you automatically begin to move twice your full land speed[or other, if land speed is unavailable], and must only make your attacks against the ground beneath you. If you have this weapon on your person but not in hand, or you sell or give away this weapon, every time you attempt to move at all[including moving to cast a spell or make an attack], you must make a dexterity check DC=10+level+Dexterity Modifier, or be tripped, taking the prone penalty even if you are immune to the prone condition. A move action can remove this prone condition, but only if you make the dexterity check, and attempting this provokes an AoO.
Antimatter Cestus:
This cestus, made entirely out of heavily enchanted antimatter, must be kept in a heavily enchanted pouch that it comes with to keep it stable. To safely draw this, you must make an Intelligence check. On a 1-15, it takes 1 hour to draw. On a 16-20, it takes exactly 12 minutes and 18 seconds to draw. If worn, it functions as a +10 Keen Flaming Frost Shock Corrosive Thundering Impact Cestus, even though normally such a weapon would be impossible to make. However, if you put it on a creature not made of Antimatter, or draw it unsafely[which is 1 move action], or strike a creature not made of antimatter, a 3 astronomical unit radius explosion occurs, that automatically does 36d6d6+2d12d12 to all creatures in it, with no save, and this damage is force damage. Any creature killed or object destroyed by this explosion has its atomic structure ripped apart creating a Nuclear Explosion dealing 2d6d12+90 force damage per cubic inch the object occupies. This damage cannot be healed, regenerated, or stopped by resistance or immunity.

In a plane made primarily out of Antimatter, this Cestus performs like a broken non-masterwork non-magical cestus.

The Terrorist's Any-Tool:
This Traveler's Any Tool explodes every time it is used. It does damage as if a fireball spell had been cast with a Caster Level equal to the skill check the tool had been used to assist, and ignores the 10d6 damage cap on Fireball. In addition, anyone within 30ft who comes from the country you use it in is filled with a prejudicial rage due to an offense from national pride, and does their best to hinder the person who used it.
The Irritating Change Pouch:
This Handy Haversack has infinite space it it, but can only hold forms of money. When placed in, whatever you put in automatically becomes a pile of the lowest form of metal currency [usually copper pieces], with a value of whatever was put in. As long as 1 coin is in this, it creates a loud jangling sound that bypasses the extradimensional barrier and imposes a -5 stealth penalty to whoever is holding it
And as per standard, each of these items is worth 1 billionth of 1 copper piece by itself.

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