If you were a magic belt, what would you be?

Here's another few.

Belt of Ancient Heroes

This belt has a connection to the souls of various adventurers of old, both heroes and villains despite the name. Once per day the wearer can form a telepathic link to these souls and get advice from them on whatever situation the wearer is currently in. The souls point out things the character did not notice or consider, regale him with tales that have some bearing on the situation, and otherwise attempt to convince him of their opinion on what he should do. This can take from a few rounds to a few hours, depending on the urgency of the situation and how much the souls disagree. The belt connects to three or four souls, all of whom have a similar alignment to the wearer's (within one "step").

Belt of Commanding Presence

The wearer receives a +4 competence bonus to Diplomacy and Intimidate checks, and can cast command once per day.

Belt of Heroic Gastrointestinal Resilience

This belt grants the wearer an incredibly hardy gastrointestinal tract. The wearer is immune to all non-magical ingested poisons, and receives a +10 resistance bonus on Fortitude saves against magical ingested poisons. Additionally, the wearer never experiences constipation, diarrhea, heartburn or indigestion.

I'm having fun now. :)
 
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Belt of Morality

These belts are attuned to specific alignments; LG, N, LE, etc. If a person wearing the belt commits an action not conforming to the belt's attuned alignment, the belt tightens, inflicting pain, but no game-mechanic effects for the first round. If the person persists in acting against the belt's alignment (2 or more rounds), the person may only take partial actions due to the pain, and suffers 1d6 subdual damage each round. If that does not stop the wearer, after 6 rounds the pain from constriction causes the wearer to faint for 1d6 rounds. Belts of Morality can only be removed with a Limited Wish, Wish or Miracle. They are popular in prisions, used to control unruly inmates.


Belt of Pants-Restraining

These belts provide a +4 circumstance bonus against any attempt to "pants" the wearer. They do not, however, provide any additional protection against "wedgie" attempts.
 

Give it a split personality :)

1-10
Mild mannered crooner with +4 charisma and +8 to bluff skill
11-20
Tourette's Syndrome Disco dancer with +4 to charisma, +8 to intimidate and the ability to cast Otto's Irrisitable dance on its wearer once a day if it gets told to "shut up!"
 

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