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Better and Wetter

July 27th, 2016

Alex Riggs

Magic Market Archive

                For most adventurers, things are definitely not better down where it's wetter, despite what certain singing animated crabs might lead you to believe. For those adventurers who come prepared, however, the vast depths of the ocean offers numerous exciting places to explore and treasures to find beneath the waves.

 

ELECTRIC EEL SKIN                      PRICE 8,910 gp
Slot armor; CL 1st; Weight 15 lbs.
Aura faint evocation

                These suits of +1 leather armor are made from the skin of electric eels, which have been magically enhanced to grant the wearer many eel-like traits. The wearer gains a +5 circumstance bonus to CMD to resist attempts to grapple him, as well as a +5 bonus on combat maneuver checks and Escape Artist checks made to escape a grapple. Additionally, the wearer can move through areas as small as one-quarter his space without squeezing, or one-eighth his space when squeezing.

                Finally, once per day, the wearer of a suit of electric eel skin can unleash a blast of electrical energy in a 20-foot radius, forcing each other creature within the area to succeed on a Reflex save (DC 13 + 1 per point of enhancement bonus the armor possesses) or suffer 2d6 points of electricity damage per point of enhancement bonus the armor possesses. Creatures that fail their saving throw by 5 or more are also stunned for 1 round.

                Some of an electric eel skin’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +2-equivalent suit of armor for the purposes of the cost of further improving its magical abilities.

Construction Requirements       Cost 4,535 gp

Craft Magic Arms and Armor, grease, reduce person, shocking grasp

 

OCTOPUS SHIELD                         PRICE 12,170 gp
Slot none; CL 9th; Weight 17 lbs.
Aura moderate transmutation

                These +1 heavy steel shields have several living tentacles grafted to their edges, forming a ring of tentacles around the shield, which occasionally wave about, curling and uncurling in the air, when the shield is not in use, and become more active during combat. The center of the shield bears a beak-like opening, crafted of steel.

                A creature attempting to grapple a foe while wielding this shield does not suffer any penalty for not having his shield hand free (although he still suffers a −4 penalty if his other hand is not free), and the shield grants a +4 bonus on grapple checks. Additionally, once per round, as an immediate action, when a melee attack against the shield's wielder misses by 5 or more, the shield's wielder can have the shield's tentacles attempt to grab the attacking weapon, making a disarm combat maneuver with a +4 bonus. Disarm attempts made in this way do not provoke attacks of opportunity, and, if successful, the disarmed weapon is gripped by the shield, which refuses to release it to anyone but the wielder (who can take it as a move action). Attempts by others to grab the disarmed weapon require a disarm combat maneuver check against the shield's wielder, with the shield granting a +4 circumstance bonus to the wielder's CMD.

                Finally, once per day, as a standard action, the shield's wielder can have it spray viscous black ink, similar to that produced by an octopus or squid. If used underwater, this creates a 30-foot cone of inky water. In this water, creatures within 5 feet have concealment from one another, and any vision beyond 5 feet is completely obscured. If used outside of water, this creates a 30-foot line that causes each creature in the area to succeed on a Reflex save (DC 16) or be blinded for 1 minute. A creature can attempt to wipe the ink from its eyes as a standard action, allowing a new Reflex save. Success ends the blinding effect. At the GM's discretion, certain measures may remove the ink automatically, such as washing one's face with a damp cloth.

                None of an octopus shield’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +1-equivalent shield for the purposes of the cost of further improving its magical abilities.

Construction Requirements       Cost 6,170 gp

Craft Magic Arms and Armor, animate objects or black tentacles, darkness

 

SHARK NET                       PRICE 18,400 gp
Slot none; CL 7th; Weight 6 lbs.
Aura moderate conjuration

                These masterwork nets are made of kelp and seaweed, with a single shark’s tooth entwined at each intersection of the lines that comprise the net. An invention of the sahuagin, these nets are nonetheless popular amongst underwater combatants that are able to get their hands on them, and can be used as effectively underwater as above water. A creature entangled in the net suffers 1d6 points of slashing damage at the end of each of its turns, unless it spends a full-round action that turn holding perfectly still. The net also inflicts 1d6 points of slashing damage on each failed Escape Artist or Strength check made to escape from the net. Finally, once per day as a full-round action, while holding the net, the wielder can summon a great white shark. Other than the type of creature summoned, this functions identically to summon nature’s ally IV.

                Some of a shark net’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +2-equivalent weapon for the purposes of the cost of further improving its magical abilities. It is also treated as a +2-equivalent weapon for the purposes of determining its hardness and hit points.

Construction Requirements       Cost 9,360 gp

Craft Magic Arms and Armor, magic weapon, summon nature’s ally IV