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Hydraulic Haul

October 18th, 2018

Alex Riggs

Magic Market Archive

Forest, plains, mountains, underground… of all the exciting and fantastic places for a game to take place, the underwater terrain is perhaps the most neglected, which is a shame, because it can have all those other things, and more. Whether your game takes place underwater or not, though, most likely there’s a large body of water around somewhere, and so today’s ocean-themed items may be of interest, and will certainly be of use if you find them in your game.

 

CONCH OF FISH SUMMONING                   PRICE 9,500 gp
Slot none; CL 3rd; Weight 1 lb.
Aura faint conjuration

Hand-carved into the shape of a conch from a single piece of coral, these horns are often lacquered and enameled, then painted with images of various fish and other marine life. Three times per week, a conch of fish summoning can be blown in order to lure fish and other aquatic animals from the nearby area, out to a range of 10 miles. Only aquatic creatures of the animal type that are Small or smaller are affected, although it is possible that other creatures may notice the gathering of animals and investigate on their own.

The summoned fish slowly arrive over the course of 2d10 minutes, and remain as close to the spot where the conch of fish summoning was blown as they can reach, staying there for 1 hour. Even if the fish are attacked, or something occurs that would otherwise scare them off, the majority of the fish remain.

Each time the conch is used, there is a 5% chance that the fish form into an angry frenzy upon arrival, functioning as a piranha swarm (Pathfinder Bestiary 6).

While a substantial number of local fish will always respond to the conch’s summons, it is possible that individual fish may resist the call. If the effect of the conch on a specific fish needs to be determined, have the fish make a Will save (DC 13) to determine if it is able to resist the call. If any hostile action is taken towards the fish, it may make a new Will save (at the same DC) each round the hostilities remain in order to break free from the effect.

Construction Requirements                                  Cost 4,750 gp

Craft Wondrous Item, summon nature’s ally II

 

FIGURINE OF WONDROUS POWER
(SCRIMSHAW WHALE)                                   PRICE
76,000 gp
Slot
—; CL 15th; Weight 3 lbs.
Aura strong transmutation

This intricately carved and engraved statuette of a beluga whale is made from actual whalebone, and depicts the majestic creature twisted in a graceful pose reminiscent of leaping. It is a little under a foot tall, and about a third as wide, with the entire body covered in decorative markings and designs. Like other figurines of wondrous power, a scrimshaw whale can be activated by tossing it down and speaking the command word, causing it to grow in size and serve the user faithfully.

While active, the figurine has statistics identical to a great white whale (Pathfinder Bestiary 2). The whale can only engage in combat for a total of 10 rounds per week. These rounds need not be consecutive, but at the end of the tenth round (or if its hit points are reduced to 0), the scrimshaw whale automatically returns to its statuette form. Only rounds in which the scrimshaw whale takes hostile actions count as rounds of combat for this purpose.

Although limited in combat capability, a scrimshaw whale can also be used for transportation. On command, it can open its mouth to allow entry for up to eight Medium-sized creatures. Large creatures take up the space of two Medium creatures, and two Small creatures can fit into the space used by a Medium creature. The whale cannot house creatures of larger than Large size. Within the scrimshaw whale, creatures are able to breathe normally, and are completely protected from outside dangers once the whale closes its mouth again. The whale can be directed to swim to a particular location, carrying any creatures inside as passengers. From inside the whale, there is no means to view its surroundings (without the use of other magic or abilities), but those inside the whale can issue new directions from inside at any time.

The scrimshaw whale can travel safely through liquid of any depth or temperature, and protects its passengers from the effects of such things as long as they remain inside it. It can swim through acid and lava as easily as water, without being harmed, and can also travel through planes with no gravity or subjective directional gravity, “swimming” through the environment as though it were water. The scrimshaw whale does not need to breathe. Note that even though the scrimshaw whale may be immune to fire damage dealt by lava it is swimming through, for example, it gains no special protection against fire damage dealt by creatures that it may encounter within that lava.

The interior of a scrimshaw whale is affected as though by the spell mage’s sanctum. The scrimshaw whale can be used for travel for up to 10 hours per day. If the scrimshaw whale reverts to its statuette form while creatures are inside it, each creature can either choose to be expelled from the whale in the nearest unoccupied space, or can choose to remain within the whale, in which case they are held in suspended animation, as the spell temporal stasis, in an extradimensional space until the next time the scrimshaw whale is activated, at which point they return to the inside of the whale as though nothing had happened. Creatures that are unconscious, unaware that they can make this choice, or unable to make the choice for some other reason default to being ejected from the scrimshaw whale.

Construction Requirements                                  Cost 38,000 gp

Craft Wondrous Item, animate objects, planar adaptation, temporal stasis

 

HYDRO WHIP                                              PRICE 34,301 gp
Slot none; CL 11th; Weight 2 lbs.
Aura moderate transmutation

This +2 whip is made entirely of magically-animated blue-green water, which constantly seems to ripple and pulse, as though waves were passing down its length. On command, the wielder can cause the whip’s temperature to either increase or decrease rapidly. On the round after this ability is activated, the whip deals 1 point of additional cold or fire damage with each successful hit, depending on which option the wielder chose. On the round after that, the whip deals 1d4 points of the appropriate energy type, instead, and on the third round, and each round thereafter until the ability is deactivated, it deals an additional 1d6 points of damage of the appropriate type.

Beyond this ability, the whip is impossible to effectively sunder, healing 1d6 points of damage per round. Even if reduced to 0 hit points, its liquid form continues to regenerate itself in this fashion unless it is then subject to a dispel magic spell. Further, because of the hydro whip’s extreme flexibility and liquid nature, it is especially adept at entangling and outmaneuvering foes, and its wielder gains an insight bonus equal to the hydro whip’s enhancement bonus to CMB for all combat maneuver checks made with the weapon. Finally, if a hydro whip’s wielder is in control of a grapple while the weapon is held in hand, he can cause the hydro whip to animate and attempt to drown the grappled creature by forcing its way into its throat, making it impossible for it to breathe for as long as the grapple continues.

Some of a hydro whip’sunique 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 17,301 gp

Craft Magic Arms and Armor, control water, heat metal

 

OYSTER ARMOR                                         PRICE 4,900 gp
Slot armor; CL 9th; Weight 35 lbs.
Aura moderate conjuration (creation)

This suit of +1 banded mail appears to be made entirely from hundreds of interlocked oyster shells, which form a sturdy patchwork covering the whole body. Although the overall appearance of the armor is fragile, it is nonetheless as resilient as steel.

As the wearer suffers damage, the oyster shells that make up the armor become irritated, and begin to develop hard, pearl-like pellets. For every 5 points of bludgeoning, piercing, or slashing damage the wearer suffers, the armor gains 1 irritation point, to a maximum number of irritation points equal to 5 times the armor’s enhancement bonus.

As a standard action, the wearer can direct the shells on his armor to open, firing these hardened pellets in every direction in a retributive volley. This deals 1d4 points of bludgeoning damage to each creature in within 20 feet of the wearer for each irritation point the armor has stored up. A successful Reflex save (DC 10 + the armor’s enhancement bonus + 1 for every 2 irritation points the armor has stored up) halves this damage. Using this ability removes all irritation points the armor currently has stored.

The pellets created by this armor, although similar in many ways to pearls, are rough and unrefined, and do not have any monetary value.

Some of a suit of oyster armor’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 2,650 gp

Craft Magic Arms and Armor, major creation