CHKFLIP's Amazeballs Adventuring Gear.


Homebrew and House Rules


I think there should be a thread to both ask questions about an share personally crafted magical items. This should be both to cackle in glee over what our pushover GMs have allowed us and also to give one another ideas for future campaigns.

Obviously I'll start and I'll edit other people's weapons into this post to allow easier access to all the awesomesauce I hope this thread can become.

1. The Orc Slayer - a small, +1 masterwork longsword that glows and becomes a +3 longsword that deals an additional 2d6 against humanoids of the Orc subtype.

2. Dylon's Axe That Spits Hot Fire, Booyaka Booyaka - a medium +2 masterwork flaming battle axe that deals 1d6+1d4 fire damage due to being crafted by a wizard known to be a volatile conduit (trait).

3. Papa Shango's Sharp Sleep Darts - small, +1 sleeping darts that have been shapened via whetstone to deal a whopping 3 damage instead of 2 damage. Because priorities.

Share yours!

Scarab Sages

Quill of the Bankster - 2500 gp

This ordinary-looking quill never runs out of ink and grants a +5 competence bonus to use of the linguistics skill when attempting to create forgeries. It also grants a +5 competence bonus to the Craft Calligraphy skill.

OK, I know this is NOT initially impressive, until you realize that the guy with this quill can literally rule a town of up to medium size simply by forging all the right documents "from the capital" he finds himself in if he has a decent bluff skill.

Truly, mightier than the sword, AND it's Wall-Street approved!

Scarab Sages

Here is a pair of minor artifacts from my campaign - it was recently destroyed by overcharging:

The sword and shield of Ohm.

This pair of items consist of a long-sword +3 and a large shield +3 that are both made of a strange bluish metal. The pair is always found together, in fact, the sword always found STUCK to the front of the shield by a magically strong magnetic force (DC 30 Strength check to pry them apart, but check must be made each round).

Once the owner don's the shield he may detach the sword and sheath it normally, but if he ever drops either the shield or the sword each will be drawn to the other by a powerful magnetic force.

When worn, the shield grants full immunity to electrical attacks. In fact any lightning bolt that strikes the wearer stops at the shield, effectively providing full cover to anyone behind the shield bearer. The shield bearer may not make a save to avoid this effect and he has no choice in absorbing the electrical energy.

Each die of damage that the shield blocks is stored in the shield as potential energy. Each die of damage absorbed by the shield is stored by the shield on a one for one basis as potential electrical energy. The energy can then be cast out of the sword as a standard action in 1d6 increments as a lighting bolt, doing up to 10d6 (as the spell). The damage is halved by a DC 16 Reflex save.

The shield can store up to 30 dice of damage in this manner. Damage dice that are not expressed as d6's are still stored as d6's for the purpose of this item. Electrical damage that is not expressed as damage dice is still absorbed, every 3.5 points of damage counts as one die (round down).

If the capacity of the shield is ever exceeded, the shield is overcharged, and all the energy is released in a massive electrical discharge. All creatures in a 30' radius must make a DC 16 reflex save or take a number of dice of damage equal to 1/2 the total energy in the shield (including the overcharge). For example, if the shield absorbs 34 dice of electrical damage, the discharge does 17d6 in a 30’ radius.

The wielder receives no saving throw from this damage, and is also knocked prone (no save). The sword and shield must make a DC 16 Fortitude save or be destroyed. If the save is successful, the shield is reduced to zero dice of electricity, and continues to function normally.


Heyo, gang. Lemme add.

1) The Meat Shield: The Meat Shield is a simple handle that was once connected to a shield of a famous elven ranger with Favored Enemies Orc, Goblin, Hobgoblin and Bugbear. After a mighty battle, the hero's shield was sundered, and he was killed along with it. The Meat Shield has the capability to attach itself to any member of the races listed above(front or back), with a DC 16 Fortitude Save to negate. If the save fails, the creature The Meat Shield is attached to becomes instantly paralyzed, and their weight is reduced by 80%. They then become the meat of the shield, and remain until they have taken enough damage to reduce them to -20 hit points, at which point they're so dismembered that their body can no longer act as a shield.

The size of the creature determines actual size of the shield. Goblins treated as small, orcs and hobgoblins as large, and hobgoblins as tower shields.


2) Captain Ranjir's Mighty Cap of Magnificent Influence: Captain Ranjir was the captain of the city guard in a particularly seedy, dangerous town. The sort where murder was a nightly occurrence, and no one batted an eye. Ranjir, however, wanted to clean up the town, so an old adventuring friend crafted him a zebra skin(striped, of course) cap with the feathers of a couatl running along its left side. Captain Ranjir's Mighty Cap of Magnificent Influence grants its wearer a +4 bonus to Charisma when dealing with humans, or half-elves/half-orcs(half-humans). It also grants a +3 bonus to Sense Motive, and +3 to Diplomacy on top of the Charisma bonus. Three times per day the cap can cast Prestidigitation at caster level 10th, and once per day the cap can cast Sanctuary at caster level 10th.


3) Takall Dubois' Legendary Loincloth: Takall Dubois was a barbarian whose tribe was destroyed by troglodytes at an early age. Ever since he devoted his life to taking theirs. He formed Clan White Stag, and eventually achieved his goal of destroying all troglodytes in and around his hunting grounds, and eventually faded into the annuls of history. His mighty loincloth, however, remained. Takall never washed it, and spent so much time battling the troglodytes, that a bit of his essence, and a bit of theirs transferred to the loincloth.

Takall's Loincloth offers the following bonuses: +3 to Strength, Great Fortitude, and Fast Healing 1.

Unfortunately, with the good comes the bad, and anyone wearing the loincloth receives a -3 to Charisma, due to the overpowering stench of years of unwashed, sweaty man musk, and the musk of the troglodytes. Also, should anyone ever wash it, the loincloth loses all of its powers until they spend a week without bathing while slaying as many troglodytes as possible during that time.

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