Though not every adventuring party goes underwater, and those that do usually do so only briefly, the seas of fantasy roleplaying games are filled with wonder and adventure. For those souls brave enough to leave the comfort of the land and explore where few dare to tread, I salute you and offer these fine provisions to outfit you for your deep sea quest. While these items are all designed with the underwater adventure in mind, I can assure you that even you land lubbers will find some use for these fine instruments of magical might.
DIVER’S SUIT PRICE 46,650 gp
Slot armor; CL 7th; Weight 50 lbs.
Aura moderate abjuration
This immense suit of sealskin fits closely, snugly wrapping the wearer in warm animal hide on all sides of his body. Metal plates have been affixed at various parts of the armor in order to protect the vital parts of the body from danger, and a strange full helm with a circular glass faceplate completes the garb.
In addition to functioning as a suit of +3 full-plate, a diver’s suit bears a number of useful magical enhancements that make it ideal for exploring water. The suit is air-tight, keeping the wearer warm and dry regardless of the environmental conditions; this also protects the wearer against most gases and vapors which must be inhaled or penetrate the skin to have an effect (any gas that deals hit point damage, such as a green dragon’s breath weapon, is still effective). Additionally, the armor provides clean fresh air to the wearer, allowing him to breathe in any environment. Finally, the armor’s armor check penalty does not apply to Swim checks, and the wearer is treated as though he were affected by a freedom of movement spell for the purposes of underwater combat. The armor is exceptionally cumbersome on land, however, and its armor check penalty is doubled for skills other than Swim. Additionally, the wearer’s speed is reduced by a further 5 feet while wearing the armor.
Some of a diver’s suit unique abilities count as an enhancement bonus equivalent, and it is treated as a +6-equivalent armor for the purposes of the cost of further improving its magical abilities.Construction Requirements Cost 24,150 gp
Craft Magic Arms and Armor, freedom of movement, water breathing
HUNTER’S HARPOON PRICE 24,302 gp
Slot none; CL 1st; Weight 6 lbs.
Aura faint divination
These mystical spears are made entirely from whalebone, magically strengthened to be as hard as steel. They are carved all along the shaft with pictographs and odd symbols depicting whaling scenes, and the point is barbed and jagged, with a strong smell of blood and rot even when clean.
In addition to functioning as a +2 spear, a hunter’s harpoon deals an additional 1d6 points of damage when underwater, and against creatures with the water or aquatic subtypes. Additionally, the hunter’s harpoon can be thrown underwater with a range increment of 60 feet. Once per day, when thrown underwater, the wielder can cry out, “Strike,” in Aquan as a free action made as part of the attack. If she does, the attack gains a +10 bonus to attack and damage. The spear is never destroyed when thrown underwater, and always floats 5 feet in front of the creature or object it hit.
Some of a hunter’s harpoon’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +3-equivalent weapon for the purposes of the cost of further improving its magical abilities.Construction Requirements Cost 12,302 gp
Craft Magic Arms and Armor, true strike
LIFE-PRESERVING RING PRICE 18,000 gp
Slot ring; CL 7th; Weight —
Aura moderate transmutation
These colorful ivory rings feature large rubies placed at even intervals along the band, creating alternating red and white patterns. The interior of the ring features a popular prayer of sailors and pirates to keep them alive when they fall in the ocean.
A life-preserving ring grants its wearer a +1 luck bonus on all saving throws, and has a number of abilities which can save the life of those on the water. The ring has three switches hidden underneath the rubies, each of which can be activated by a swift action. The first switch causes a character on the surface of the water to float in place; while the wearer cannot move by swimming (though he can still be moved by other people, such as if they use a bull rush), and non-magical currents have no effect on him, the wearer will not sink. If used while under the water, the wearer shoots towards the surface at a rate of 60 feet per round. This function of the ring can be used at will and lasts indefinitely, until a second swift action is used to deactivate the ring.
The second switch of the ring grants up to 6 creatures within 30 feet the benefits of a water breathing spell. This function of the ring lasts for up to 10 minutes each day, which need not be consecutive, but must be spent in 1-minute intervals. A second swift action ends the effect.
Finally, the third switch of the ring can be activated to grant the wearer the effects of freedom of movement for 1d6 rounds. The wearer must be underwater in order to use this function of the ring. This effect of the ring functions once per day.Construction Requirements Cost 9,000 gp
Forge Ring, freedom of movement, water breathing, water walk