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100 Pathfinder Items (89/100)

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  1. This list is intended on being used to provide interesting magical items to spice up low level loot drops and magic shops. Simply roll 1-100 to choose. All items give off a faint, nondescript magical aura, and have an identify DC of 15. Each item roughly follows these guidelines:
  2.  
  3. - Is created for a use, not to be malignant or cursed
  4. - Is approximately 100gp in value or less
  5. - Is easy to use, but difficult to exploit
  6. - Doesn't provide ability, skill, or save bonuses
  7. - Doesn't obsolete level 1 or higher spells
  8. - Doesn't obsolete a high skill check bonus
  9.  
  10.  
  11. 1. Bag of Manure. A white pouch with black spots. Feed it grass. Passes manure. Good for campfires and pranks.
  12.  
  13. 2. Drunkard's Tankard. A mug that points the way to the nearest tavern or location which sells alcoholic beverages when it is balanced on its edge.
  14.  
  15. 3. Pognophile's Beard. A ring that gives the wearer a magnificent mustache and/or beard, depending on which finger it is worn on. Once put on, the wearer grows a beard in 1d4 rounds, but it immediately falls off in a mess of loose hair when the ring is removed. If a wearer already has a beard, it instead reshapes their beard immediately while active.
  16.  
  17. 4. Peeping Ring. A ring that, when twisted clockwise, makes your eyeball pop out up to three feet attached by a vulnerable strand of flesh. You can continue to see through the eye. Reversible if the ring is twisted counterclockwise or removed. Good for party tricks and spying on the room below.
  18.  
  19. 5. Lofty Umbrella. A sky blue and/or white umbrella of varying styles that allows you to fall slowly as if by a feather fall spell once per day and only remains active for up to 50ft of fall distance. Umbrella must be in hand to function.
  20.  
  21. 6. Charlatan's Idol. A small, distinct silver figurine that, when given away, will return to your pocket after 1d6 minutes or until not being observed. The only way to permanently get rid of it is for the recipient to similarly give it away before the 1d6 minutes expire. (Alternatively, the original owner could die.) Apparent value: 1d10 silver.
  22.  
  23. 7. Indelible Pen. Can write on anything. Writing is permanent unless disenchanted. Inscriptions have a disenchant DC of 20. Works for a combined total of 10 plus 2d6 rounds of use.
  24.  
  25. 8. Box of Snails. A simple wooden box containing 1d6 pairs of curiously long-lived snails. When one snail dies, so does its mate. This effect works even in antimagic fields or across planes. Normally used to send very crude, binary messages. Feed them leaves.
  26.  
  27. 9. Coin Scarab. A gold coin that appears to be a normal gold coin of local currency. Will change into a beetle while it thinks it's not being observed and attempt to eat other coins in its nearby surroundings. Eats up to one coin per minute, but if no more coins can be found, it attempts to escape and find more coins. (When crushed, it releases an alchemical stone with a sell value of 1d100gp plus the value of any coins it consumed while in the player's possession)
  28.  
  29. 10. Draught of Doubt. A silvery liquid in a small vial that, when imbibed, one must make a DC14 will save or briefly fail to retain the certainty of; the task at hand, object in question, validity of their motives, etc. Upon successfully identifying the Draught of Doubt with the help of a taste test (DC18 perception), one must make a DC12 will save or immediately be uncertain if it is actually a drought of doubt. Contains 1d3 doses.
  30.  
  31. 11. False Draught of Doubt. It is likely the creator of this potion were almost certain they had concocted a Draught of Doubt, but only succeeded in making a nearly identical mixture with no effects. This item requires a DC18 perception check to identify via taste test, but if the identification fails then it is believed to be a genuine drought of doubt.
  32.  
  33. 12. Ring of Hindsight. Whenever the wearer of this ring misses an opportunity that would otherwise be a good move, the ring glows softly some 1d20 minutes later.
  34.  
  35. 13. Antimatches. 1d6+2 black matches that when struck and thrown into a natural fire, the fire is immediately snuffed out. Each match affects a 10ft radius.
  36.  
  37. 14. Preservative jar. Anything placed in this jar does not age and is held in stasis. Cannot hold anything bigger than a toad. Currently holds a toad.
  38.  
  39. 15. Library Box. When a non-magical book is placed inside it overnight, another book of a random topic and identical price will be found there the next day.
  40.  
  41. 16. Liquid Bath. One drop from this small, decorated vial completely washes and cleans your hair, body, and any clothing and armor you are wearing. Does not repair anything. 2d4 uses.
  42.  
  43. 17. Teatime Teapot. A nondescript teapot that will, every day at 4 o’clock, whistle loudly and make four servings of piping hot tea regardless of where it is (backpack, one's hands, or upside-down over someone's head for instance). There is no way to prevent this. It’s good tea though.
  44.  
  45. 18. Privy Pants. All waste passed while wearing these pants is cleanly stored in extradimensional space. When the wearer is struck by any form of antimagic or upon contact with an antimagic field, bag of holding, or portable hole, the pants violently burst releasing their contents in a 10-foot radius, becoming destroyed in the process.
  46.  
  47. 19. Everyman's Towel. A 5x5ft towel that wicks away sweat with magical efficiency and can be stretched to whatever shape the user desires (The surface area of the towel must remain the same). There is a 1 in 100 chance that it may be a pure-white, indestructible variant.
  48.  
  49. 20. Bean of Autocoquere. When fed to a dead animal of less than 1 CR, the animal's corpse will briefly animate and use any means at hand to cook and prepare itself into a meal for up to 4 people.
  50.  
  51. 21. Tablets of Purification. 2d4 white tablets that make spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking when dropped in liquid or crushed over food. Alternatively, a tablet can be swallowed to remove all effects of mundane food poisoning. Each tablet cleanses enough food and water to nourish one person for one day. This item does not prevent subsequent natural decay or spoilage.
  52.  
  53. 22. Evergreen Quarterstaff. A gnarled quarterstaff with the fragile quality, but can be planted in the ground and watered to repair itself overnight. Produces berries similar to a goodberry spell if watered with holy water. Cannot repair itself if totally destroyed.
  54.  
  55. 23. Stone Lizard. A small lizard with skin that resembles granite. When its stomach is tickled or it would receive damage of any kind, it rolls up, turns to stone, and becomes a +1 sling bullet with a hardness of 30. It remains in this state for 1d4 minutes or until after it is slung. Attempts to escape immediately following slinging. Feed it shiny pebbles.
  56.  
  57. 24. Donkey Legs. This pair of wooden donkey legs can be attached to any solid object which they will attempt to mobilize. While attached, the legs will attempt to follow you within 5ft, but only over flat, solid land or ramps. It has a move speed of 30ft and the same carrying statistics as a donkey: a light load is up to 50 pounds; a medium load, 51-100 pounds; and a heavy load, 101-150 pounds.
  58.  
  59. 25. Messenger's Aeropaper. 1d4 sheets of white paper. When folded into an airplane and tossed into the air, it will attempt to fly with a 30ft clumsy fly speed to whomever the paper is addressed to. The plane has a range limit of one mile, it cannot fly in complex paths, and unintelligent (therefore prone to crashing into objects moving in its path). Simply flies like a standard paper airplane if the addressee does not exist or is out of range.
  60.  
  61. 26. False Door. A rolled up piece of fabric that can be spread over a wall as a full-round action that immediately appears to be a door of some sort, mimicking the appearance of any nearby doors if possible. It takes a DC15 perception check or a detect magic spell or similar to discern the falsehood of the door. The door can be peeled off as a move action.
  62.  
  63. 27. Thunderous Pendant. When worn as a necklace, the volume of the wearer's voice is greatly amplified by roughly ten times. Only by removing the necklace will the wearer's voice return to normal volume.
  64.  
  65. 28. Traveler's Biscuit. A rather tough-looking biscuit that, when broken or bitten, erupts into 1d20+10 biscuits. Each biscuit has enough nutrition to provide a full-day's worth of food. If uncontained during cracking, the biscuits will land randomly in a 10 foot radius.
  66.  
  67. 29. Cloak of the Vagabond. When thrown over a horizontal branch or bar, this cloak turns into a tent large enough for one medium creature or two small creatures with a small bedroll and blanket. Acts as an endure elements spell for anything inside and returns to a cloak when removed.
  68.  
  69. 30. Amulet of Slander. A beautiful gold amulet that emits a foul sulfurous odor whenever the wearer tells a lie. The more despicable the lie, the more repulsive the smell. The wearer doesn't notice the smell unless he or she succeeds a DC14 will save when putting the necklace on.
  70.  
  71. 31. Cutpurse's Ring. A copper, gold, and silver banded ring that, when peered through, lets you see any any currency through mundane walls and nonmagical material up to 15ft away. Reveals nothing other than currency, however.
  72.  
  73. 32. Egoist's Boots. Elegant black boots that make the wearer appear slightly taller. Actual physical size and weight do not change. In addition, the wearer finds themselves unable to resist an Enlarge Person spell. Purportedly crafted by particularly short gnome.
  74.  
  75. 33. Chilled Marbles. 1d3 bearings made of a strange silvery material that give off a constant aura of cold. Not harmful to flesh, but quite uncomfortable. Commonly used to cool drinks or the interior of packs containing perishables.
  76.  
  77. 34. Lost and Found Compass. Points to the nearest object you have personally misplaced in the past 24 hours. Fails if any living or sentient entity intentionally had a hand in concealing or taking the item from you.
  78.  
  79. 35. Wispfly Larvae. 2d6 small rice-like eggs that glow faintly, and when one is heated with one's breath, they pop into a small wispy insects that give off a light radius of 10ft and fly at at 10ft/round in the direction the user is facing for 1d4+2 rounds before dissolving into smoke. Wispflies burst brightly into smoke upon contact with an airborne poison or toxin of any kind.
  80.  
  81. 36. Gossiper's Parchment. 1d3 pairs of parchment papers, each pair with a unique symbol on their corners. When one writes on one piece of parchment, the paired one mirrors the writing as long as they remain within 100 feet of each other. Each pair has enough space for about 100 words.
  82.  
  83. 37. Rambler's Remedy. 1d3 doses of a strong-smelling, clear fluid in a stoppered container. Upon drinking, the imbiber immediately becomes sober and is is free from the effects of hangover. Does not effect alcohol consumed after that point, however.
  84.  
  85. 38. Circlet of Solitude. A silver circlet that, when worn willingly, makes the wearer unable to detect any other living or sentient thing in their surroundings; they cannot see, hear, smell, touch, taste, or sense them telepathically or spiritually in any way.
  86.  
  87. 39. Decanter of Decanting. When used to pour liquid, one can always stop pouring at precisely the amount desired (unless there is not enough liquid to begin with).
  88.  
  89. 40. Hat of Returning. When tossed, this hat will circle around and land on the tosser's head if possible. This hat is also incredibly hard to blow of the wearer's head and will not fall off if the wearer is not upright.
  90.  
  91. 41. Gabber Amulet. A copper amulet with a mouth on one side and an ear on the other. With a first command word, a 30-second long phrase may be dictated to the ear side. With a second command word, the mouth side repeats the last phrase that was dictated to it. The mouth cannot utter verbal components, use command words, or activate magical effects. Often found with the last message uttered to it.
  92.  
  93. 42. Handy Handkerchief. A brightly colored handkerchief that remains magically clean no matter what filth is wiped upon it and can instantly stifle a sneeze without fail. Still only as effective as a handkerchief in regard to cleaning ability.
  94.  
  95. 43. Wanderer's Standing Staff. A walking staff that always stands vertically when put down vertically, but not with enough energy to stand itself up from lying flat or resist much force. A knob at the top emits light like a torch if enabled by tapping the staff on the ground twice, and can be disabled similarly.
  96.  
  97. 44. Handyman's Glove. A glove that remains gripping whatever you were gripping if you slide your hand out. The glove has a CMB and CMD score equal to the score of the person that put it in place up to a CMB of +10 and a CMD of 20. Does not hold things up in space, it only grips. It can be released by putting your hand back and releasing your grip, or by making a CMB check to pry the glove's grip apart.
  98.  
  99. 45. Ring of the Eye. A small iron ring with an eyelid design. When the wearer closes their eyes, the eye on the ring opens to reveal a small pearl eye; the wearer can see from the viewpoint of the ring for as long as their eyes remain closed.
  100.  
  101. 46. Starstone. A round, polished moonstone that, when peered through at a clear night sky, one can see any local constellations in sharp relief. Using a starstone successfully to view the stars allows those untrained in survival to determine north if they are trained in knowledge local.
  102.  
  103. 47. Following Footstool. A small wooden footstool that, upon speaking a command word, will attempt to position itself under the speaker's feet. The footstool can only hold up to 100 pounds of weight before breaking, is considered having a strength score of 6 (Strength score of 4, +2 for being quadrepedal) for carrying capacity, and has a move speed of 20ft.
  104.  
  105. 48. Gemini Bells. Two paired, crystal bells. Each bell chimes when its counterpart chimes. Do not function across planes.
  106.  
  107. 49. Pink Bubble Bead. A small, transparent, pink bead that, when crushed or thrown to the ground, immediately turns into a 15ft square mound of fluffy, pink bubbles that have a similar consistency to a mass of fused marshmallows. Can cushion a fall of up to 50ft, block a hallway, and lasts 2d4 rounds. Each square effected an be cut through with a standard action and slashing attacks. Simply dissolves when ingested and tastes strongly of soap.
  108.  
  109. 50. Brass Adder Bracelet. A brass bracelet in the shape of a small snake. When within 1 foot of a poison with a DC14 save or less, the bracelet writhes on its wearer's wrist, and if the wearer is poisoned with poison of any kind, its eyes glow green.
  110.  
  111. 51. Gag Bolt. An otherwise authentic-looking crossbow bolt that, when fired from a crossbow, affixes itself to the end of the weapon and unfurls a flag that reads some sort of onomatopoeia for a crossbow firing in either goblin or common. Prevents firing of more bolts unless removed with a standard action and can be reset with a full-round action. A successful DC20 perception check when examining or loading reveals the bolt's true nature. Found among 2d12 mundane bolts.
  112.  
  113. 52. Glowstones. 2d4+2 glowing stones. They come in an opaque pouch and shed light in a 15 foot cube.
  114.  
  115. 53. Six-Second Mirror. A small and mirror that, when commanded with a command word, record six seconds (1 round) of whatever it would reflect, then play it back with another command word. Otherwise shows what it would have reflected 6 seconds (1 round) ago.
  116.  
  117. 54. Lullaby Box. A music box with intricate blue flower designs on its wooden frame. When the box is wound, it will play a tune that acts like a level 1 lullaby spell that effects only the one who wound it, though others can still hear it.
  118.  
  119. 55. Linguist Beans. 2d4 small, swallow-able lozenges that allow the consumer to speak a language chosen randomly from ones available to the campaign for 10 minutes. The consumer can speak only in the language the bean provides while under its effect, but understand the bean's language in addition to all others they knew before consumption. The beans are labeled, but there is a 1 in 20 chance that a bean is labeled improperly and grants a different language than expected.
  120.  
  121. 56. Cerulean Glowtoad. A misnamed, electric-blue frog in a cage that positions itself so it faces the nearest magical item or source of magic, no matter how faint. It remembers and ignores any magic items that were near it at the beginning of each day. Feed it insects, and if you feed it fireflies (which exude a minuscule magical aura when lit) it glows like a blue torch for the next 1d4 hours.
  122.  
  123. 57. Wanderer's Compass. A compass that points toward the path you've taken during the past hour. Good for backtracking.
  124.  
  125. 58. Crook's Chalk. 1d4 sticks of white chalk. When used, whatever was written turns invisible after a few seconds and appears again exactly one hour later then behaves like normal chalk. Each chalk has a single use.
  126.  
  127. 59. Seeking Box. A small iron box with a clasp big enough to fit only a few buttons or a marble. When something is enclosed inside, for whatever material that the item is prominently comprised of the box will quiver when within 20 feet of that material, and vibrate when within 10 feet. Likely used by dwarven miners to locate precious metals.
  128.  
  129. 60. Temperate Satchel. A normal-sized satchel with a twist-able blue gem on its clasp that can contain up to 10 pounds of material. The blue gem can be twisted to set the temperature of the interior from a cool 35f (1c) up to a room temperature of 72f (22c) degrees. The bag does not generate heat, it merely moves energy to or from the exterior to control temperature. The interior of the bag is treated as though it were under the effects of an endure elements spell to resist exterior temperatures.
  130.  
  131. 61. Re-sizing Stone. A nondescript black stone that when spun on the ground clockwise, grows larger, and when spun counter clockwise, smaller. Mass of the stone changes appropriately with its size.
  132.  
  133. 62. Flask of Holding. A small silver flask with a hole no bigger than a copper piece that extradimensionally holds up to one gallon of fluid, about 8 potions, or 16 servings of alcohol. Bursts and releases its contents when it comes into contact with a portable hole or bag of holding. Solid objects placed within the flask are quickly ejected, but not quickly enought to cause damage.
  134.  
  135. 63. Modest Undergarments. A set of comfortable silk undergarments that both remove all signs of female breasts and male genitalia. Comes in two separate parts that do not need to be worn together. The undergarments, however, do not protect the wearer against "low blows".
  136.  
  137. 64. Anylock. An incredibly sturdy masterwork lock without a corresponding key. Any normal-sized key that can fit in the hole of the lock can lock it, and only an identical key or a skilled lockpick (DC 40) will unlock it after doing so. A different key can be used once it is unlocked. The anylock has 15 hardness and 30 hit points.
  138.  
  139. 65. Smuggler's Jar. A normal-sized glass jar, about as big as one's fist, that appears visually empty no matter what is inside of it unless looked into by removing its lid. Still weighs more when something is inside.
  140.  
  141. 66. Latchwatcher Ring. A simple bronze ring that, once per day, can be bound to a nonliving object of medium size or smaller. Whenever a something touches the bound object, the ring gives the wearer's finger the sensation of whatever touched the object.
  142.  
  143. 67. Fool's Cup. A simple wooden cup which, unless the drinker succeeds a will save DC14 (can be failed willingly if the cup's true nature is known), causes any liquid drunk from it to taste of pure, clear water. This does not affect the actual nature of the liquid (e.g. poisonous, alcoholic, contaminated, etc.)
  144.  
  145. 68. Remindtwine. 2d4 lengths of twine tied in a loop just large enough fit around one's finger and, with a command word, made to store information about a specific time of an activity the wearer must perform. 1d20 minutes before the planned activity's time, the twine tightens gently, alerting the wearer. This effect only occurs if the twine is still worn. It offers no information about the specific time, place, or nature of the activity and can only store one 'reminder' at a time.
  146.  
  147. 69. Snuffing Glove. A single white glove that, after activation by licking its forefinger and thumb, allows the user to "pinch" a torch-size or smaller natural fire in their field of vision to instantly snuff it out. The glove has a range of 30ft.
  148.  
  149. 70. Extending Rope. This 5ft length of silk rope can be commanded to extend to 50ft, or shrink back to 5ft while untieing itself, each with a separate command word. The rope can exert a force of up to 200 pounds while shrinking.
  150.  
  151. 71. Hearthmessage Gems. 1d3 small, palm-sized gems that, when held in front of a light source, they project the last message stored on them. To store a message on a gem, crumple a peice of paper no larger than a square-foot around the gem and throw it in a fire. Messages remain on the gem until another is recorded or it is destroyed. Magical text cannot be invoked from a gem.
  152.  
  153. 72. Mountaineer's Snowshoes. Otherwise normal looking snowshoes that allow the wearer of 300 pounds or less to walk atop any amount of fallen snow.
  154.  
  155. 73. Flickflint. A small mechanism that holds two stones resting over each other. When squeezed, the tool functions like flint and steel, but as a ranged touch attack with a range increment of 10ft. The spark produced is not strong enough to cause damage, and only lights things a normal flint and steel would be able to light. The stones will work when wet and never wear out.
  156.  
  157. 74. Flask of Scent. This clear crystal flask can be opened to then store all of the strongest scents of its immediate surroundings. One can 'pour' the scent from this flask onto another object which replaces that objects original scent with the scent of whatever was in the flask for 1d4 hours. The flask can be rinsed to be emptied. When found, the flask contains (decide with a 1d6 on generation):
  158. 1. Nothing
  159. 2. The smell of an exquisite perfume
  160. 3. The smell of delicious meat
  161. 4. The smell of a sexually active animal (imperceptible by most races)
  162. 5. The smell of undead, rotting flesh
  163. 6. The smell of feces
  164.  
  165. 75. Eversweeping Broom. This broom will sweep a room's floor clean when commanded to do so, and not stop until told to do so or destroyed. Usually found sweeping in an abandoned room with an impeccably clean floor.
  166.  
  167. 76. Corpse Seeds. 1d6 small, rotten-looking seeds that, when planted in soft earth, over the course of one minute will grow into a damaged-looking corpse of whatever medium or small race and gender you speak while planting it. The corpse has exceedingly damaged and indistinct features and will otherwise decompose like a normal corpse once fully grown.
  168.  
  169. 77. Paper Pony. An otherwise normal-looking folded piece of fur-patterned paper that, when unfolded, gradually transforms into a pony that can be used in any way a normal pony could, but does not need to eat, drink, or sleep. Unfolding it takes 2 minutes. It can be folded back into a compact piece of folded paper in a similar fashion, but the pony strongly dislikes being folded.
  170.  
  171. 78. Antimnemonic Hammer. This small, shiny, blue hammer can be used to briefly erase a single thought from a user's head. A willing user first calls to mind a specific event, person, object, word, phrase, spell, picture, location, et-cetera, then with a swift rap on the head the user loses all memories and evidence in memories of the thing that was called to mind for 1d4 minutes (rolled candidly). Any dispelling effect, antimagic field, or another strike on the head from the hammer immediately ends this effect.
  172.  
  173. 79. Misplacement Box. An ordinary-looking wooden box with a volume of a six-inch cube. Things can be placed into the box and, when closed, the objects within will be transported to a random unobserved location within a 20ft radius. If there are none, the item simply stays in the box until an unobserved space large enough exists. This effect cannot move living or otherwise animated things or cause objects to appear inside living things.
  174.  
  175. 80. Fauna Harp. A magical rosewood harp that, when played with a DC 14 perform check, compels neutral or friendly animals to follow the player as long as he or she keeps playing. The harp otherwise does not alter the thought process of the animals, nor can it compel them to ignore base survival instincts.
  176.  
  177. 81. Retrieving Wormband. A dark bronze bracelet that, when commanded, slithers off the wearer's wrist to an unattended object you call to mind of no more than 5lbs up to 30ft away, coils itself around the object, then attempts to crawl back. The bracelet has 10hp, a hardness of 1, and can move or climb 5ft as a full-round action. If the bracelet ever reaches more than 30ft from its commanding wearer or is damaged in any way, it immediately snaps back into bracelet form and becomes inert until worn again.
  178.  
  179. 82. Monocle of Entropy. The wearer of this silver-rimmed monocle may stare at an unattended object weighing no more than 50 pounds and make it fall over. It takes a full-round action of concentration for each pound the object weighs. If interrupted, the wearer must start over. The wearer may not choose the direction in which the object falls.
  180.  
  181. 83. Snake Oil. This small glass bottle with a dropper affixed to the lid contains 1d6+2 drops of a viscous, shiny liquid. When a user squeezes a drop from the dropper, on first contact with any solid or liquid, the drop rapidly manifests into a full-grown snake in a whiff of smoke. The bottle can also be used as a splash weapon co create as many snakes equal to the number of drops the bottle has left in a 5ft radius. The bottle creates (decide with a 1d6 on generaton):
  182. 1. Garden Snakes (Harmless)
  183. 2. Corn Snakes (Harmless)
  184. 3. Rattlesnakes (Deadly)
  185. 4. King Snakes (Deadly, looks like Corn Snake)
  186. 5. Pythons (Deadly, Bigger)
  187. 6. Deadly Black Cobras (Very Deadly)
  188.  
  189. 84. Rolling Rescriber. A spongy cylinder which can rotate freely affixed to a handle. If blank, one can roll it over nonmagical text to copy it to the cylinder. If it has copied text, one may roll it over another surface to place it there. Rinse throughly with water to remove precopied text. Can contain up to one square foot of text. Often found with pre-copied text of either routine writing that would need to be copied often, or a few local obscenities for easy application.
  190.  
  191. 85. Anyputty. A tough, pink, apple-sized lump of rubbery substance that, when molded into a shape by hand and directed with a command word, turns hard, gray, and takes on the physical properties of forged steel. When the command is spoken a second time, the putty immediately returns to its squishy, pink state. Found either squishy in a flask or jar, or hardened in the shape of a useful device.
  192.  
  193. 86. Handy Handle. A shiny brass handle with flat ends that, when placed on a sufficiently flat object and given a command word, will hold to that object. If affixed to a dry, rigid, durable surface, the handles will stay affixed up to 2000 pounds of force, but if the surface is crumbling, slippery, or otherwise mutable, the handles will only hold anywhere from 10 to 1000 pounds of force (use a d% and multiply by 10). If the surface is flexible, soft, or gelatainous, the handles hold a maximum 5 pounds of force or fail to work at all.
  194.  
  195. 87. Drypowder. This small silk bag contains 1d4+1 uses of a fine, clear powder that, when sprinkled on a medium or smaller object, any water coating or soaked into the object immediately dries. This only effects water, no other liquid, and does not significantly effect bodies of water, water in containers, or the water in living things. If consumed, it makes the consumer incredibly thirsty and chaps their lips to an uncomfortable degree, but is otherwise harmless.
  196.  
  197. 88. Devil's Ink. A small red vial of pitch black ink that, when used to write a document in any written language, will cause the created document to combust either after being signed by each person mentioned in the document, or some 1d4 hours later. The effect is chosen on conception of the document. Contains enough ink for 1d3 legal documents.
  198.  
  199. 89. Gluey Goblin Bug Bombs. A dingy pouch filled with 1d4+1 small, marble-sized balls of rubbery material that can be chewed then stuck to an object while moist. After drying over 1d4 minutes, the material becomes volatile and, when disturbed, will burst with a sharp retort and release hundreds of distracting (Will save DC 10 + Number in list) bugs that swarm for 1d4+1 rounds on anyone in a 10ft cube. Has a 1 in 20 chance of bursting in the user's mouth when chewed and, if accidentally ingested, the bombs are fortunately digestible. Each bomb releases (decide with a 1d6):
  200. 1. Flies
  201. 2. Cockroaches
  202. 3. Horseflies
  203. 4. Spiders
  204. 5. Bees
  205. 6. Firewasps
  206.  
  207. 90.
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