101 Ways to Make A Handkerchief Awesome


Homebrew and House Rules

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So much can be done with a square piece of cloth, such as:

The Handkerchief of Hidden Surprises
This silk or satin square allows the user to cast prestidigitation at will. Additionally, it can be used as a masterwork sling. 10 times per day the wielder can load sling with ammunition as a free action that does not provoke attacks of opportunity.

Bandana of Sweaty Grit
When worn about the neck (taking up the neck slot) the wearer gains a +4 bonus vs effects that cause exhaustion or fatigue. Additionally, if the wearer has the Grit class feature it gives them one extra grit point per day.

Snot Rag of Recovery
Once per day, a disease-inflicted person can blow their nose into this rough cut of wool to receive a +5 bonus to a single fortitude save. The rag must be washed daily to function.

Silver Crusade

Moist Towelette

This handkerchief functions as a Universal Solvent or a Prestidigitate on whatever it rubs. After use, it takes 24 hours for the moist towelette to clean itself.

Brawny Man's Sweat Absorber

This handkerchief can absorb a 10' cube worth of non-acidic liquid. Once absorbed, the handkerchief is squishy and drips water over the next 24 hours before becoming dry again. The owner can squeeze the handkerchief to empty its contents as a standard action, then reuse it immediately. If the handkerchief comes into contact with a creature made of liquid, it does 2d6 points of damage and the handkerchief is destroyed.


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Token of Courtly Love
With hearts embroidered on it, this parfumed gift enhances the banner bonus of a cavalier by +2 if displayed on his lance.


Handkerchief of Faux Pas
Any Humanoid in who's sight this is dropped, feels the need to pick it up... and use it.


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VRMH wrote:

Handkerchief of Faux Pas

Any Humanoid in who's sight this is dropped, feels the need to pick it up... and use it.

Dwarves sometimes use this to prevent peace treaties with orcs.


Handkerchief of the charming creature
The handkerchief must first be dropped. The first person who picks up the handkerchief becomes smitten with the handkerchief's owner, regardless of species, race, gender, alignement or other factors.


Fancy french hankie of surrender.
When waved in the air any foe is hit with a suggestion DC 30 to accept the owner's surrender.


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Bandana of Adorableness
When placed upon a pet, the owner gains +2 Diplomacy when talking to members of the opposite sex as long as the pet is present during the conversation.


Bandana of Butt-Kicking
Once tied around the head and displayed prominently this small magical strip of cloth grants the improved unarmed strike feat and you know kung-fu.


Tearwiper
If used to wipe a creature's tears, this acts ad a good hope spell. The collected tears can later be used as spell components.


Napkin of Etiquette
If displayed properly during a meal (requires a DC 10 Knowledge: Nobility) the user is protected by a DC 19 Sanctuary spell and receives a +2 to all Diplomacy checks made during the course of the event.

Babushka of Cold Resistance
When tied around the head like a coif this cloth grants the wearer a constant Endure Elements against cold environments as well as Cold Resistance 5. The wearer also receives a +5 to Fort saves against catching a cold.

Traveler's Cloth
This large 5' square cloth appears tattered and worn, despite it's magical nature. If laid out and objects are stowed on it, these items can be bound up and stored within the bundle regardless of size or weight, up to a maximum load of 600 lbs. Over half of the object must fit within the cloth, meaning the maximum size that can be carried would be Large. To use, the cloth is laid out, the object or objects placed on the cloth, and then the four corners of the fabric are drawn together and tied, generally to the end of a stick to be slung over the shoulder or on the belt like a sack.


Beach Hat
This plain white kerchief can be worn on the head with a knot in each corner, providing a constant Endure Elements against hot weather and Fire Resistance 5. If worn with a string vest, the Fire Resistance is doubled.

Mnemonic Cloth
This plain white cloth allows one to recall a specific prepared spell. During spell preparation, the bearer may tie a knot in it associating the knot with that spell. To recall the spell, the bearer must make an Int roll of DC 10+spell level as a full-round action. If successful, the knot unravels. If this fails, he may not try again for 10 minutes.


Mark Hoover wrote:

Napkin of Etiquette

If displayed properly during a meal (requires a DC 10 Knowledge: Nobility) the user is protected by a DC 19 Sanctuary spell and receives a +2 to all Diplomacy checks made during the course of the event.

DC 10 is too low. Anyone can make any Knowledge check untrained so long as it's DC 10 or lower. I suggest 15 or 20.


Bandana of the Mysterious Stranger
This vaguely black bandana is said to belong to various mysterious gunfighters, who show up in a town to rid it of it's troubles, then move on before anyone truly gets to know them.
This bandana grants the user a +2 bonus on Bluff and Disguise checks to conceal their identity. If the wearer has the Grit class feature, or the No Name feat, this bonus is doubled, and you gain a +2 bonus on intimidate checks. Note that this does not actually change your appearance, you merely conceal your identity in other ways.

....

Do you feel lucky punk?


Freebooter's Rag
When this blue handkerchief with anchor motifs on it is tied around a creature's head, it bestows a +2 bonus to Profession (Sailor) and Swim checks to that creature. The Profession bonus is doubled if an eyepatch is also worn.

Cloth of Doves
Three times per day, when this pure white handkerchief is placed on an upturned palm and then quickly brought away while saying the magic word, 1d3 doves appear on the palm as per Summon Minor Ally.


Emergency Bandage
Wrapped around a bleeding limb, this one stops the bleeding and acts as a stabilize spell.


Bandana of Improvised Healing

When tied over a wound as a tourniquet this Bandana acts as a Cure Light Wounds spell and ends all Bleed Damage. After 24 hours the effects become permanent, removing the Bandana before then returns all damage to user. The Bandana must be cleaned and dried before using again.

Headband of The Boss

When tied around the users head, the wearer gets a +5 competence bonus to all music and singing based Performance skills, and changes the Attitude of all beings that would be sexually attracted to the wearer to Friendly, regardless of their previous Attitude. This item takes up the Headband slot.


Mending Patch
This audaciously patterned piece of square cloth can be placed on any damaged cloth item. Once placed it adheres to the item and functions like the spell mending. The unsightly patch, however, remains visible.

Pouch of Holding
While appearing as nothing more than a square of cloth bound by a string, this pouch functions as a bag of holding with a 15 lb weight capacity. It weighs one pound when full. Only small objects can be placed inside.

Peek-a-Boo Shroud
When placed in front of the face and then suddenly dropped, the cloth allows the user to cast scare once per day and gain a +4 bonus to one intimidate check per day.

Grand Lodge

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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.

Sovereign Court

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Dancing Handkerchief
Handkerchief dances when you put a little boogie in it.


Gioco del fazzoletto
You hold the handkerchief for a corner and call a number. When you let go, an equal number of creatures are compelled to dive and catch it first before it touches the ground.


Handkerchief of the Hobo

This handkerchief has the four corners tied to a long stick, it functions just like a Bag of Holding. Costs and sizes are identical to a bag of holding.

Kerchief of the Sweltering Summer

When doused in water and worn on the head, this kerchief acts as an Endure Elements spell versus heat only and provides Fire Resistance 5 for 8 hours before having to doused again.

(Yes I copied ideas, so sue me.)

Blindfold of the Pinata

When folded and tied across the eyes, this handkerchief provides the Blind Fighting Feat to anyone wielding a club or staff or similar all wooden weapon.

Ghost Hankie

This white hankie tied to look like a child's representation of a ghost, provides a +1 to all saves vs incorporeal undead.


Pocket Sail:
This square piece of cloth can expand into a medium or large sail that is always filled with wind.

Picnic Blanket:
Once a day this small checkered cloth can be spread on the ground and produce a picnic lunch for 4 medium sized creatures.

Shanghai Rag:
This green handkerchief, when placed over the nose and mouth of a target, affects one person a day as if a sleep spell were cast on them (no save).

Dark Archive

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Vod Canockers wrote:

Handkerchief of the Hobo

This handkerchief has the four corners tied to a long stick, it functions just like a Bag of Holding. Costs and sizes are identical to a bag of holding.

Love that.

-----

Hanky Flag

When worn hanging out of a rear pocket, it grants a +8 modifier on all Cha based skills against gay people of the same sex as the wearer. It also magically changes colour to indicate various tastes as detailed in the following list:

http://en.wikipedia.org/wiki/Handkerchief_code


Diplomacy Flag
Waving this white handkerchief you may cast the stay the hand spell once per day and gain a +2 bonus on Diplomacy checks for an hour.


Cloth Spage
Spage is LOL speak for spell page. It has a spell embroidered on it that the owner can memorize(once successfully memorized, further rolls are unnecessary). The rarer magic spage will cast it's spell automatically, when needed, once a day. 1-Shield, 2-Mage Armor, 3-Endure elements, or 4-blur.


Backfromthedeadguy wrote:

Pocket Sail:

<snipped>

Shanghai Rag:
This green handkerchief, when placed over the nose and mouth of a target, affects one person a day as if a sleep spell were cast on them (no save).

... can anyone tell me if this handkerchief smells like chlorofoam?


Can we get a count on these submissions?


Faceless rag

This tattered rag removes all visible facial features when worn covering the mouth. The transformstion does not impeed the wearers senses or ability to speak. This is a transmutation and not an illusion.

Sleepy time cloth

By holding this to a creatures mouth and speaking a command the creature must make a fort save or fall unconscious. (DC varies accordingly)
The command is "Does this smell like chloroform?"


Evilserran wrote:
Backfromthedeadguy wrote:

Pocket Sail:

<snipped>

Shanghai Rag:
This green handkerchief, when placed over the nose and mouth of a target, affects one person a day as if a sleep spell were cast on them (no save).

... can anyone tell me if this handkerchief smells like chlorofoam?

Ahh, someone beat me to it.


Freehold DM wrote:
Can we get a count on these submissions?

I think that ship has sailed, and it was using a pocket sail!


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Tourniquet hanky

When tied tightly around a limb this string cloth will cut off the blood flow to that limb.

This cloth is non-magical.

Blindfold cloth

This dark cloth, When tied security around the eyes of a creature, prevents that creature from being able to see.

This cloth is non-magical.

Dark Archive

Bum Wiper

When the character needs to do a poo poo in a woodland campsite like where PC hobos often live, they can clean their dirty bottom with this magical handkerchief.

One use only, unless you clean it with Prestidigitation or something.


Goth Guru wrote:
Freehold DM wrote:
Can we get a count on these submissions?

I think that ship has sailed, and it was using a pocket sail!

HA!


I think we are up to 42 btw.


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Parahankey

This pocket Hankey automatically unfurls and attaches to the wearers shoulders and waist if the wearer falls more than 20 feet. Acts as feather fall. One time use.

Cursed versions attach at the neck.


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Captain K. wrote:

Bum Wiper

When the character needs to do a poo poo in a woodland campsite like where PC hobos often live, they can clean their dirty bottom with this magical handkerchief.

One use only, unless you clean it with Prestidigitation or something.

I can just see the party wizard go crazy after a while.

Wizard rant:
"Damn it, guys, just how much s$#+ can one halfling contain!? And no more spicy food for the half-orc! I am sick and tired of being this party's cleaning lady. If you're going to shove your used Bum Wipers into my face to make me clean them, why not just skip the wiping part and go straight to yelling for mommy to fix up your ass and make it all pretty and sparkly clean with her magic cantrips of butt-wiping!?"


Tiny Coffee Golem wrote:

Parahankey

This pocket Hankey automatically unfurls and attaches to the wearers shoulders and waist if the wearer falls more than 20 feet. Acts as feather fall. One time use.

Cursed versions attach at the neck.

cooooooool....


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Plaguebane Kerchief
Crafted by the blessed cleric Mother See of Dee Sea, this simple cloth is embroidered with the tri-sigil of Disease. When bound around the mouth it grants the wearer a constant +4 to saves against diseases.

Cloth of Rations
Despite its moniker this device does not produce food of any kind. Rather it is bound around anything edible, up to 5lbs worth of material, and said foodstuffs will be preserved indefinitely or until the cloth is unbound once more.

Hear no Evil
This rare cloth, embroidered with monkeys is bound as a hood over the intended victim causing Deafness (Will save DC 15)
See no Evil
This rare cloth, embroidered with monkeys is bound as a blindfold over the intended victim causing Blindness (Will save DC 15)
Speak no Evil
This rare cloth, embroidered with monkeys is bound as a gag over the intended victim causin Confusion (Will save DC 15)

Note: if all 3 "no Evil" cloths are used on a single target and the victim fails a single DC 19 Will save they are Paralyzed until the devices are removed. These devices are favorites of Inquistors.


Mark Hoover wrote:


Speak no Evil
This rare cloth, embroidered with monkeys is bound as a gag over the intended victim causin Confusion (Will save DC 15)

Confusion? No! Muteness or personal silence. yes!


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Thymus Vulgaris wrote:
Captain K. wrote:

Bum Wiper

When the character needs to do a poo poo in a woodland campsite like where PC hobos often live, they can clean their dirty bottom with this magical handkerchief.

One use only, unless you clean it with Prestidigitation or something.

I can just see the party wizard go crazy after a while.

** spoiler omitted **

elven wiz rant:

Seriously guys, I did not spend 30 years perfecting my cantrips for this.


Bye-bye cloth
If you wave this in front of a creature, it's compelled to go away (antipathy spell).


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51.) Zobo’s Useful Handkerchief
When this single magical handkerchief is sticking out from a pocket and the command word is spoken, pulling it out will reveal that the end is tied to a similar handkerchief of another color… and that one is tied to yet another, and so on until finally, a 100’ length of tied handkerchiefs is revealed. Using this improvised rope grants a +5 bonus on climb checks. (When you’re done with it, it gets stuffed, one handkerchief length at a time, back into your pocket. When the final handkerchief in the string is tucked into the pocket, it once again becomes a single hanky.)


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Neckerchief of the Scout Lads
This Brown neckerchief is worn about the neck with excess draped over the shoulders and bound by a ring with a fluer di li insignia. It grants a +1 Bonus to 2d4 skills craft, knowledge, and profession skills rolled at random daily. Additional it grants a +2 to survival. The Neckerchief ceases to function if the wearer knowing fails to come the aid of an elderly person trying to cross the road.


Morris Dancer's Kerchiefs

These cursed cloths come in pairs. If the bearer hears music, he must make a DC14 Will Save or start dancing for 2d4 rounds, during which he can take no other actions. Other creatures must make a DC14 Will Save or move until at least 30' away and make no effort to assist, communicate with or otherwise acknowledge any association with the bearer. This is a mind-affecting compulsion effect.


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54.) Kidnapper’s Handkerchief
This handkerchief is white on one side and black on the other
This odd little handkerchief is beloved by abductors and kidnappers throughout the realms. A ransom demand can be written on the white side of the handkerchief as if it were paper. The black side can be wrapped around a severed finger, ear, or other small body part, which is then protected by a Gentle Repose effect. And finally, open being tied shut around the body part with string, twine, or a leather thong, the whole bundle teleports to whomever is most likely to pay for the victim’s safe return.

55.) The Apprentice’s Handkerchief
This blue silk handkerchief is embroidered with stars and crescent moons in gold thread.
This handkerchief grants it’s user the ability to read magic and detect magic (as the spells) so long as it is held in the user’s hand.
Rumors abound about other types of apprentice’s handkerchiefs, but the read/detect magic version is the only one commonly seen.

56.) Secret Purse
This unremarkable-looking handkerchief contains a small extradimensional storage space that holds up to 101 coins of any type.

57.) Knucklechief
This white handkerchief is embroidered with little fists in brass thread
When wrapped around your fingers before making a fist, this handkerchief augments your punches as if you were wearing brass knuckles.

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.

Grand Lodge

Orange Ascot of Awesome
This orange piece of cloth when tied around the neck provides a +2 to your leadership score and all Charisma based checks and +10 to Craft [Traps], Perception, and Sense Motive. Once per day you can cast Suggestion as per the spell upon all allies, Will save DC 25, but said suggestion can only be, 'Let's split up gang!'


Pathfinder Maps, Starfinder Maps Subscriber

Hanky of Locker-Brawls

If you roll it up and flick it as a weapon you can treat it as a whip.


Madclaw wrote:

Orange Ascot of Awesome

This orange piece of cloth when tied around the neck provides a +2 to your leadership score and all Charisma based checks and +10 to Craft [Traps], Perception, and Sense Motive. Once per day you can cast Suggestion as per the spell upon all allies, Will save DC 25, but said suggestion can only be, 'Let's split up gang!'

You beat me to it. AWESOME!!!


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.

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