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 | 4 | 0 | faint | 0 | 0 | 0 | Quicksand Cloak Aura faint transmutation; CL 5thSlot shoulders; Price 15,000 gp; Weight 4 lbs.DESCRIPTIONThe exterior of the cloak is an extradimensional space filled with water and sand. Each time a creature of the wearer's size or smaller attempts to grapple the wearer, it must succeed at a DC 15 Reflex save or fail at the attempt and be engulfed by quicksand (Pathfinder RPG Core Rulebook 427). Every round it's trapped in the extradimensional space, the trapped creature must make a Swim check (DC 15) to climb out, landing prone adjacent to the wearer. Crawling out doesn't provoke an attack of opportunity from the wearer, but does provoke from others. A creature that fails its Swim check by 5 or more submerges and begins to drown. A creature that succeeds at the initial save grapples the wearer normally, and doesn't need to save again unless the wearer escapes and the creature tries to grapple the wearer again. A quicksand cloak left on the ground behaves as a patch of quicksand filling one 5-foot square, and swimming out works the same. Others may use aid another to help a creature trapped in the cloak, as though the creature were grappled. A quicksand cloak of any size can contain only one creature at a time; a creature attempting to grapple the wearer while the cloak already contains a body is not affected by the cloak. CONSTRUCTIONRequirements Craft Wondrous Item, create water, shifting sandAPG; Cost 7,500 gp | 750000 | Craft Wondrous Item, create water, shifting sandAPG | 0 | NULL | 7500 | Quicksand Cloak | 0 | Wondrous Item | 0 | 15000 | 0 | 0 | 4 lbs. | 0 | shoulders | 15000 | 0 | 1 | 0 | 5 | faint transmutation | 0 | 0 | 0 | Tears At Bitter Manor | The exterior of the cloak is an extradimensional space filled with water and sand. Each time a creature of the wearer's size or smaller attempts to grapple the wearer, it must succeed at a DC 15 Reflex save or fail at the attempt and be engulfed by quicksand (Pathfinder RPG Core Rulebook 427). Every round it's trapped in the extradimensional space, the trapped creature must make a Swim check (DC 15) to climb out, landing prone adjacent to the wearer. Crawling out doesn't provoke an attack of opportunity from the wearer, but does provoke from others. A creature that fails its Swim check by 5 or more submerges and begins to drown. A creature that succeeds at the initial save grapples the wearer normally, and doesn't need to save again unless the wearer escapes and the creature tries to grapple the wearer again. A quicksand cloak left on the ground behaves as a patch of quicksand filling one 5-foot square, and swimming out works the same. Others may use aid another to help a creature trapped in the cloak, as though the creature were grappled. A quicksand cloak of any size can contain only one creature at a time; a creature attempting to grapple the wearer while the cloak already contains a body is not affected by the cloak. |
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