m_weight_value | m_destruction | m_illusion | m_aura_strength | m_powers | m_mythic | m_legendary_weapon | m_al | m_int | m_fulltext | m_cost | m_requirements | m_cha | m_communication | m_baseitem | m_linktext | m_cost_value | m_name | m_wis | m_group | m_evocation | m_senses | m_price_value | m_ego | m_conjuration | m_major_artifact_flag | m_weight | m_magicitems | m_necromancy | m_slot | m_price | m_divination | m_transmutation | m_scaling | m_minor_artifact_flag | m_cl | m_languages | m_aura | m_universal | m_abjuration | m_enchantment | m_source | m_description | 1 | 0 | moderate | 0 | 0 | 0 | Jellyfish Cape Aura moderate transmutation; CL 7thSlot shoulders; Price 19,200 gp; Weight 1 lb.DESCRIPTIONThis billowing white cape renders the wearer almost invisible the moment she is submerged in salt water, granting her concealment (20% miss chance) so long as she remains entirely submerged. The wearer can breathe underwater and gains a swim speed of 20 ft. While the wearer is submerged, the cape surrounds her with tiny stinging tentacles. Any creature that ends its turn adjacent to the wearer takes 1 point of electricity damage and must succeed at a DC 16 Fortitude saving throw or be sickened for 1 round. The sickened effect is a poison effect. CONSTRUCTIONRequirements Craft Wondrous Item, beast shape II, water breathing; Cost 9,600 gp | 960000 | Craft Wondrous Item, beast shape II, water breathing | 0 | NULL | 9600 | Jellyfish Cape | 0 | Wondrous Item | 0 | 19200 | 0 | 0 | 1 lb. | 0 | shoulders | 19200 | 0 | 1 | 0 | 7 | moderate transmutation | 0 | 0 | 0 | Ultimate Equipment | This billowing white cape renders the wearer almost invisible the moment she is submerged in salt water, granting her concealment (20% miss chance) so long as she remains entirely submerged. The wearer can breathe underwater and gains a swim speed of 20 ft. While the wearer is submerged, the cape surrounds her with tiny stinging tentacles. Any creature that ends its turn adjacent to the wearer takes 1 point of electricity damage and must succeed at a DC 16 Fortitude saving throw or be sickened for 1 round. The sickened effect is a poison effect. |
---|