Results 1 to 3 of 3
Thread: [Magic Items] Prankster's Mayhem
- Join Date
- Feb 2005
[Magic Items] Prankster's Mayhem
This is a non-serious submission.
The items in this set are all bound in one way: Their purpose is to induce fun, be it by laughter, practical jokes, illusory or the like, and are generally harmless. All are particularly usefull for the kind of people that just want to cause a stir, but without evil intentions.
Gloves of Tickling
Originally created by the Hafling Illusionist-Rogue Peroibo Twill who loved to tickle his girlfriend Pilli, these gloves have a will and holy purpose to tickle people. A lot. People wearing the gloves are generally known as nice, funny, but horribly annoying in the end. Their made of a thin, soft, ticklish wool.
While worn, the user may attempt a touch attack each round, provoking an attack of oppurtunity. If the touch attack succeeds, the target may make a will-save against a DC equal to the user's unarmed attack bonus + charisma modifier. For the determination of this DC, if the user's dexterity is higher as his strength, the dexterity may be used as attackmodifier instead, even if he does not actually possess the Weapon Finesse (Unarmed) feat. On a failed save, the target is struck by laughter for one round as per the spell Hideous Laughter. Creatures with a non-humanoid anatomy like Constructs, Undead, Aberrations or creatures with an exoskeleton are not affected.
If the user has two or more attacks per round and the target has been struck by laughter, he may in the same round attempt a grapple on the same target without provoking an attack of opportunity from the target. The target will have a -4 circumstance penalty on his grapple checks for being prone laughing. On a successfull grapple, you do not deal any damage, but continue to hold the target. Each successive round the grapple is maintained, he will gain another cumulative -1 circumstance penalty on his grapple checks. Every round the target is pinned down after the third consequetive round, the target must make a fortitude or run short of breath. On a failed save, the target will surrender and is fatigued for 5 rounds.
Fun at a glance, in fact, these gloves are to be considered cursed. They do not allow the hands they're worn on to commit any form of physical violence. Any weapon held will be spontaniously dropped on the floor and any unarmed attacks will inflict no damage, not even subdual. They will also refuse to have any gauntlets to be worn over them. Additionally, they cannot be taken off normally as the hands will automatically close (even during sleep) to make it impossible. If the gloves have not tickled anyone for three consequetive days, it will tickle any random person nearby, possibly turning them hostile if they do not appreciate the intimacy.
Faint Enchantment; CL 3; Craft Wondrous Item, Hideous Laughter; Price 4,000gp.
Shield of Imagiry
This darkwood towershield +1 was once created by a master wizard for his cowardly son-in-law Elron. Legend has it Elron took the shield into a kobold lair. There he often cowered behind his shield where the shield did its work, scaring the kobolds away. Upon reaching the main lair however, the kobold chief actually found it rather amusing and sat their laughing at Elron and his shield for a long while. When the chief noticed a yellow puddle forming from behind the shield he ordered his kobolds to charge. A short flash, and only the shield was left standing. Elron made it out running for his life, still terrified at the thought of laughing kobolds.
When commonly used as a direct form of defence, this shield acts like any regular towershield +1 granting the proper AC. If the user takes full cover behind it, the shield creates an illusionary image on its face. Up to 2d4 creatures looking in the general direction of the shield can be affected by one of the following effects, rolling a d4 to determine which. This ability can be used four times a day.
1 - Image of Terror: The shield displays an imagiry relating to a trauma or racial enemy of the target, like a mouse for an elephant, the principal for a student or your own reflection with an ugly face for beauty-obsessed people. The target must make a will-save vs DC 14 or become frightened for 4 rounds. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.
2 - Image of Ridicule: An image displaying the user in a ridiculous and particularly embarassing fashion is shown. The target must make a will-save vs DC 16 or erupt in laughter for 1d4 rounds.
3 - Bright Flash: The shield makes a bright flash and stays alight for 4 rounds as per the Light spell. The target must make a will-save vs DC 16 or become blinded for 2 rounds. If the target succeeds the save, they are still caught off-guard and provoke an attack of opportunity (but not from the wearer of this shield).
4 - Chaotic Colors: A whirlpool of twisting colors are displayed by the shield. The target must make a will-save vs DC 14 or become fascinated as per the spell Hypnotism. This lasts for 6 rounds or until the user ends its cover from the shield, whichever comes first.
Alternatively, the user may portray his shield in public and have it show entertaining imagiry for one hour, once a day. He's able to earn coin equal to a mage casting Prestidigitation for entertainment.
Faint Illusion; CL 3; Craft Magic Arms and Armor, Hypnotic pattern or Hypnotism, Color Spray; Price 7,530gp
Rod of Insightfull Vision
Though the official name might be all nice and pretty, it is more commonly known by the name Stick of Cheats and Perverts. In fact, it's even known under the completely contradicting name Rod of Hiding. Once activated, most matter in a 10ft radius around the rod thinner as 1 inch becomes invisible. This does not apply to stone, lead, gems, ink or skin. If this rod is targetted, the matter only becomes invisible to the target. This effect lasts permanently until switched off. It may be switched on and off at will.
For the item to be detected while active, it may be found by a spotcheck vs DC 25, see invisiblity or true sight.
It was innitially created to allow seeing through boxes to detect whether the content is worth the effort or to find what people are hiding behind closed doors. Creative minds have found many various other uses for this device to this day. Examples are:
- Hiding small objects.
- Hiding thin walls, doors, ledges, etc so a person would collide or trip.
- Detection of cheating, by seeing through player's sleeves.
- Cheating. By making the cards see-through to you.
- Seeing people in the nude.
Moderate Illusion; CL 5th; Craft Rod, Invisibility Sphere; Price 60,000gp
Ring of the Mad Grigs
Most people that know about this ring concede: Whoever made it must've been a madman. When rubbed, this golden ring summons forth 2d4 female Grigs for 1 hour. If 6 or more are summoned, the first will have a fiddle to cast Irresistable Dance with. However, they are not fully bound to your service. For each Grig, roll a d6 to determine their behaviour. Apply -1 to this roll if you're not in a forest and apply another -1 if you're not an elf, half-elf, human or halfling or your charisma is bellow 11. On a 1 (or less), the Grig is moody and will pester you and call you names for the duration. On a 2, the Grig will be neutral and just mind its own business. On a 3, 4 or 5 the Grig will aid you as a summon is supposed to. On a 6, the Grig will be cheerfully giggly and fly around teasing, tickling and entertaining everyone even if they're hostile to you.
Moderate conjuration; CL 5th; Forge Ring, summon nature’s ally III; price 6,300gp
Headband of the Prankster
This subtle thin headband, composed of merely a blue colored leather cord, helps to focus the wearer's reasoning when it is most needed. It was made by someone with extensive experience in pulling off pranks on his friends and he knew his friends would eventually return the favor. In preperation, he crafted this headband to help focus his own pranking creativity to see through the pranks of others.
When worn, the headband grants the wearer an insight bonus to will saves vs mind-affecting spells and effects, as well as a bonus to spot- and listenchecks vs illusions. This insight bonus is equal to the wearer's intelligence modifier, but is atleast +1 if the wearer has an intelligence of 11 or less.
Additionally, it holds 50 charges to cast an Arcane Eye.
Moderate divination; Craft Wondrous Item, Arcane Eye; Price 39,600gp
- Join Date
- Oct 2004
- Vancouver, Canada
Re: [Magic Items] Prankster's Mayhem
I like em. You managed to make a non-serious entry that is still feasable to use in game.
For flavour's sake, I'd add mage hand to the prerequisites for the Gloves of Tickling Prerequisites.
- Join Date
- Feb 2005