Magic Items of Sunken Empires
This week sees the release of Sunken Empires, and already bursting at the seams, there was simply too much material for its pages alone. It was packed to the GILLS! Ha! Ahem, anyway… this week, to celebrate, Kobold Quarterly presents new gaming bits, complementing what’s already packed within Sunken Empires and all from the same designers—there’s additional spells for manipulating ioun stones and the water around you, there’s additional lost technologies, there’s even a new monster. And more!
(Illustration by Christophe Swal)
You may have been born on land, but your calling is the sea. There’s no way the mere lack of gills and fins will slow you down…
Aura moderate divination; CL 9th
Slot eyes; Price 4,500 gp; Weight 1/2 lb.
These goggles contain a lens of slightly rippled blue glass that turn clear under water, allowing you to see without hindrance by removing normal underwater penalties to vision, and they provide a +2 equipment bonus to Perception checks while underwater. The lens is roughly circular, 3 inches in diameter and a quarter inch thick, with a brass frame around it. The goggles impede sight above water, imposing a -2 to all Perception checks.
Requirements Craft , true seeing; Cost 2250 gp
Aura faint transmutation; CL 5th
Slot hands; Price 5,000 gp; Weight —
This tattoo resembles a black squid or multicolored octopus; it covers both your forearms and the backs of both your hands and fingers. As a free action during a grapple attempt, you can invoke the power of the tattoo to confer a +4 bonus to your CMB for the grapple check. If you attempt to cause damage during a grapple, your base unarmed damage is treated as 1d6, or increases by 1 die size if you already inflict 1d6 or more damage with your unarmed attack.
As a standard action 1/day, you can cause the tattoo to fly off your hand as a squid-shaped web spell that affects a single creature within close range. The tattoo vanishes from your arm when used in this manner, and disperses into black ink once the web ends. After 8 hours of rest, the tattoo reappears on your arm.
Requirements Craft Wondrous Item, beast shape I, web; Cost 3,800 gp.
Aura strong varies; CL 12th
Slot —; Price 18,000 gp (pale blue), 8,000 gp (violet), 5,000 gp (yellow orange); Weight —
This gently lapping flame has been passed down through the ages, a gift from the oldest civilizations and an eternally glowing mote representing knowledge and self-awareness. It is an insubstantial, illusory flame, cold to the touch. These items can be handled and moved, and if placed over your head, the flame brightens slightly, conferring its power. The power depends on the hue of the crowning flame.
Pale Blue—This nimbus sheds light as a candle. You gain a +2 bonus to all Knowledge checks and may make them untrained.
Violet—This purple flame grants a +2 enhancement bonus to Intelligence.
Yellow Orange—You may reroll any failed Will save or Wisdom-based skill check 1/day.
Requirements Craft Wondrous Item, creator must be 12th level; Cost 9,000 (pale blue), 4,000 (violet), 2,500 (yellow orange)
Satchel of Seawalking
Aura moderate transmutation; CL 7th
Slot none; Price 5,000 gp; Weight 2 lb.
This eel-hide leather pouch is always filled with an unspeakably foul-tasting coarse salt. If you toss a handful onto the surface of an unoccupied square of water as a move action, that 5-ft. square becomes solid for 1 minute, resembling greenish-blue glass. This square is buoyant, can support 750 lb. worth of weight, and has hardness 5 and 10 hp. When the duration expires, the hardened water cracks ominously and returns to a liquid state. If used in an occupied square, the contents congeal then instantly disperse harmlessly. If the satchel is opened underwater, the pouch is irrevocably destroyed as the contents permanently harden.
Requirements Craft Wondrous Item, wall of ice or transmute mud to rock; Cost 2,500 gp
Aura moderate transmutation; CL 9th
Slot chest; Price 7,200 gp; Weight 1 lb.
This gray leather vest is made of the rough, tanned hide of a goblin shark. When you enter salt water, the vest clings tightly and envelopes you, granting you the form of a Large shark (as the beast shape II spell, except that it allows only shark form). You gain a +4 natural armor bonus, a +4 size bonus to Strength, a -2 penalty to Dexterity, the ability to breathe underwater, scent, and a swim speed of 60 ft., like a real shark. The vest also grants you a shark’s voracious bite attack, dealing 1d8 damage using your highest melee attack bonus.
Requirements Craft Wondrous Item, beast shape II, water breathing; Cost 3,600 gp
(This post is Product Identity.)