It’s Desert Week, a week devoted to places that don’t see a lot of rain, and that we tend to think of as being hot and sandy. Of course, deserts come in all shapes and sizes, and sometimes even in unusual compositions (think Antarctica), but all share one thing in common: it’s hard to get along there. So why not make it easier on yourself with some neat new magic gear. Let’s go beyond the simple ring of sustenance and endure elements potion with this great new gear that will help you make the most out of your desert adventure.
SUIT OF SAND PRICE 100,155 gp
Slot armor; CL 5th; Weight 10 lbs.
Aura faint transmutation
Though it appears to be an unassuming robe of padded brown cloth and seems perpetually dirty, these suits provide protection superior to most suits of steel plate. While worn, the sands of the world’s deserts swirl around the wearer and move to defend him from harm, blocking attacks and warding off attackers.
In addition to functioning as a suit of +3 padded armor, a suit of sand calls the very desert to fight on behalf of the wearer. While in a desert environment, the wearer of this suit can command the sands to defend him as a move action. If he does, the desert rises up and envelopes him, granting him 20% miss chance against melee attacks, and deflecting the first projectile fired at the wearer, causing it to miss automatically (this effect does not stack with the Deflect Arrows feat or similar abilities). Finally, if a creature tries to grapple the wearer of the suit of sand, the sand flies to her eyes and mouth, choking and distracting her. This grants a+4 bonus on attacks of opportunity made against creatures attempting to grapple the wearer of a suit of sand, as well as giving the wearer a +4 bonus on Escape Artist and CMB checks made to escape the grapple.
None of a suit of sand’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +3-equivalent armor for the purposes of the cost of further improving its magical abilities.Construction Requirements Cost 50,155 gp
Craft Magic Arms and Armor, shifting sandAPG
SUN SHIELD PRICE 4,670 gp
Slot shield; CL 3rd; Weight 15 lbs.
Aura faint evocation
A single piece of highly polished mirrored steel, these beautiful shields are popular among crusaders who venture deep into deserts, tundra, and other lands where the sun is always a factor. Strangely enough, the shield always remains cool to the touch, and is frequently used as a sleeping surface in sun-scorched deserts.
In addition to serving as a +1 heavy steel shield, a sun shield can be used to direct the light of the sun forward as a powerful burst of fire energy. While outside and exposed to natural sunlight, the wielder of one of these shields can make a single ranged touch attack as a standard action against a target within 30 feet. She gains a bonus on this attack roll equal to the shield’s enhancement bonus, and if the attack hits, it deals 3d6 points of fire damage plus 1d6 points of fire damage per point of enhancement bonus the sun shield possesses (typically 4d6). This ability can be used once per hour.
None of a sun 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 2,420 gp
Craft Magic Arms and Armor, scorching ray
THIRSTY CLUB PRICE 130,300 gp
Slot —; CL 5th; Weight 10 lbs.
Aura faint necromancy
Made from a single piece of desert rock, shaped by the hot, wild winds and hardened by endless ages in the sun, this terrible weapon carries all the thirsts and hunger of the desert. Those that hold this terrible club wield the very wrath of the desert and can sustain themselves by draining the vitality of their victims.
In addition to functioning as a +5 flaming vicious club, a thirsty club has the power to drain away the essence of those it strikes, exacting the desert’s price from them. Whenever the thirsty club deals damage to a living creature, she suffers an additional 1d6 points of nonlethal damage. When a creature has suffered at least 15 nonlethal damage dealt by this club, she gains the fatigued condition, and if the wielder had the fatigued condition, he is cured of it. If the target suffers at least 30 points of nonlethal damage from the club, she gains the exhausted condition, and if the wielder had the exhausted condition, he is cured of it.
Some of a thirsty club’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +8-equivalent weapon for the purposes of the cost of further improving its magical abilities.
Craft Magic Arms and Armor, ray of exhaustion