Unusual Magic Weapons

Dannyalcatraz

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Don't like mere +X magic weapons & armor? Post some different ones here. No need to go into the +X required by the 3.5Ed creation rules, just give us the good stuff:

Armor of Bloodbath and Beyond: makes you smell good to those around you, regardless of your actual state of cleanliness and cultural or racial preferences

Sussurus Sword: a sword whose blade looks like metallic swiss cheese, when used in combat, it emits an unearthly keening wail that Slows all undead in a 30' radius for 1d4 rounds.
 

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Gloves of teleportation - When used, randomly teleports the next thing you touch anywhere in a 100 ft radius. Facepalming not advised.

Boots Of greater grooving - Stomp the ground to cause you and everyone around you in contact with floor to dance uncontrollably for a minute
 

<SNIP>
Armor of Bloodbath and Beyond: makes you smell good to those around you, regardless of your actual state of cleanliness and cultural or racial preferences

Wouldn't that be the Armor of Blood Bath and Body Works?

Armor of Bloodbath and Beyond - when donned the wearer is suddenly struck with the urge to re-decorate every dungeon space with "sheik" new pillows and "bold" new designs, usually in shades of blood red and black. Attracts 1d4 Emo Vampires upon completion. Don't worry, they are really only dangerous to themselves.

The Pouch of the Bank of 5th/3rds - This pouch appears to be a standard coin purse but any money placed into the pouch will disappear, because anyone silly enough to bank at an establishment that can't grasp the fundamentals of basic fractions doesn't need their money anyway.
 
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Moar gackdangit

C'mon this is an awesome thread. Let's keep it going.

Hammer of Obliviousness - Any foe hit with the Hammer of Obliviousness instantly forgets you are there and is treated as flat-footed against you next turn.
Rolling a natural 1 causes you to hit yourself and forget that you ARE. You must succeed on a Will save or experience a profound existencial crisis.

Wand of lying - Causes target to be completely unable to tell the truth for 1d10 rounds. Target must also answer ALL questions asked of him if possible. Anyone who does't know target has been affected by wand must make a DC20 sense motive to discern truth.
 

sling of existentialism when hit by a bullet shot from this sling anyone must successfully make a fortitude check or be hit by a strong desire to discuss existential theory. albiet retarded ones see table (lets see how big a table we can make?)

1. if you can get past can you get future?
2. if theres infinate worlds is there one where im a chick and if there is would it just be masturbation?
 


Block of Eternal Cheese: Just a wheel of cheddar that never runs out and never molds/spoils. Allows for many a fart joke. This was given to a nezumi PC in a campaign of mine, mostly because it was funny.

Similarly, we had an Infinite Stein of Beer once. Really, it generates 6 drinks of beer per day and was geared towards fueling a Drunken Master's abilities.
 

Rats, mice and rodents in general have been scientifically proven to prefer berries above all foods. They also do not favor cheese in particular over most foodstuffs.
 


Hot pants - grant the wearer DR5 / cold

Sneak-ers - grant the wearer a +5 circumstance bonus to Move Silently

Crew socks - grant the wearer a +5 circumstance bonus to Profession (Oarsman)

Dockers - grant the wearer a +5 circumstance bonus to Profession (Dockworker)

Jock strap - the wearer gains the benefits of the "Athletic" feat

Lederhosen - grant the wearer a +2 to any checks made under the Leadership feat

Tank top - grants the wearer 5 temporary hit points the first time they receive damage in melee in any encounter

Turtleneck - grants the wearer to immunity from the Vorpal weapon property

Wing tips - grant the wearer a fly speed of 20 with clumsy maneuverability (if they are well polished, this improves to poor maneuverability)

Cargo pants - each pocket acts as a bag of holding with a 10 pound capacity. There are8 pockets in all.

Tie dye shirt - Grants the wearer proficency in the garrote and any wire garrote used by the wearer gains the Vorpal property (even if it is not otherwise enchanted)
 

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