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40faint000

Quicksand Cloak

Aura faint transmutation; CL 5th
Slot shoulders; Price 15,000 gp; Weight 4 lbs.

DESCRIPTION

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.


CONSTRUCTION

Requirements Craft Wondrous Item, create water, shifting sandAPG; Cost 7,500 gp
750000Craft Wondrous Item, create water, shifting sandAPG0NULL7500Quicksand Cloak0Wondrous Item015000004 lbs.0shoulders150000105faint transmutation000Tears At Bitter ManorThe 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.