Magic Items of the Seas
Rods And Staffs
Any character can use a rod, but a staff is a spell trigger item.
Rod of the Legendary Mariner
Crafted of brass and a piece of highly polished driftwood, the rod of the legendary mariner makes life aboard a ship easier, granting its bearer a +5 bonus on Profession (sailor) checks. Additionally, the rod of the legendary mariner can be used to bring forth a purify food and drink effect three times per day, a create water effect three times per day, and a detect ship effect once per day.
Moderate varies; CL 5th; Craft Rod, Purify Food and Drink, Create Water, Detect Ship, must have at least 8 ranks in Profession (sailor); Price 20,000 gp.
Staff of the Waves
This coral staff is shaped like an eel. It allows use of the following spells:
- Create Water (1 charge)
- Wind Wall (1 charge)
- Control Water (2 charges)
- Control Winds (2 charges)
- Control Currents (2 charges)
This elaborately braided headgear made of rich blue felt, embroidered with golden thread. It often has a showy badge called a cockade, proclaiming nationality, faith, family crest, and the like. A humanoid or monstrous humanoid who dons the admiral's bicorne gains a +5 bonus on Profession (sailor) checks and all Charisma-based checks (including Leadership) as long as it is worn. The wearer's voice is magically amplified, so that it can be heard clearly by anyone within 100 feet; class features and effects that depend on hearing the speaker benefit from the increased range. Finally, the admiral's bicorne grants a +2 morale bonus on attack rolls, saves, and skill checks to allies within sound of the wearer's voice (including the wearer).
Strong conjuration; CL 10th; Craft Wondrous Item, Eagle's Splendor, Heroism, Owl's Wisdom, Ventriloquism. Price 51,000 gp; Weight 1 lb.
Bag of Teeth
This small sack is made of fish skin and contains a handful of piranha teeth. By opening the bag and scattering its contents in a body of water, the user creates a piranha swarm.
The swarm is average in all regards and remains for 10 minutes. The swarm moves toward and attacks the closest living creature in the water, and the user has no control over its target or direction of travel. If no other creature is available, the swarm remains where it was summoned and attacks the first creature that approaches.
Strong conjuration; CL 13th; Craft Wondrous Item, Summon Swarm; Price 2,000 gp; Weight 1 lb.
This exquisite brass and green-glass lantern constantly protects the ship to which it is attuned with an alarm effect. The captain of the ship can speak a command word while touching a copper coin to the underside of the lantern to create a lantern token. Those who possess a lantern token do not set off the alarm. The captain can turn the alarm on or off with a command word. The captain can, at any time, negate all the current lantern tokens, turning them back into nonmagical copper coins. Tokens radiate a very minor abjuration effect.
Faint abjuration; Cl 3rd; Craft Wondrous Item, Alarm; Price 12,000 gp; Weight 2 lb.
Sails crafted of a sky-blue canvas with strange silver flecking, these magical sails are always filled with a strong wind when fully unfurled. The wind created behind the sails is sufficient to drive the ship forward at its full normal speed, and the sails ignore any other winds that might be blowing contrary to that generated by the sails themselves. The winds stop when the sails are furled or otherwise pulled down.
A ship requires one set of everfull sails per mast, or the magic does not function (although the sails work as normal sails).
Moderate evocation [air]; CL 3rd; Craft Wondrous Item, Gust of Wind; Price 12,000 gp; Weight 500 lb.
Figurine of Wondrous Power (Pearlsteel Turtle)
This miniature statuette of a sea turtle is about the size of a human hand. Tossing down the figurine and uttering the command word causes it to transform into a giant sea turtle. The creature obeys and serves its owner; it understands Common but does not speak.
The giant sea turtle described here is a Huge version of a common sea turtle and is not aggressive. It serves only as a transport and does not obey orders to attack, although it will defend itself if threatened.
Giant Turtle: CR3; Huge magical beast (aquatic); HD 8d10+32, hp 87; Init +0; Speed 20 ft., swim 30 ft.; AC 25, touch 8, flat-footed 25; Base Atk +8; Grp +23; Atk or Full Ark +13 melee (1d8+3, bite)*; Space/Reach 15 ft./10 ft. (bite 10 ft.); SQ darkvision 60 ft., hold breath, low-light vision; AL N; SV Fort +10, Ref +6, Will +6; Str 25, Dex 10, Con 19, Int 6, Wis 14, Cha 6.
*A giant turtle's bite is treated as a secondary attack and adds only half the creature's Strength bonus to the damage roll.
Skills and Feats: Listen +10, Spot +9, Swim +12; Alertness, Iron Will.
Languages: Common (does not speak).
Hold Breath (Ex): A giant turtle can hold its breath for 1 hour before it risks drowning.
Skills: A giant turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
This creature can be harnessed to pull a boat or raft at up to one half its swim speed. It is possible to ride on the turtle's shell, but doing so requires a harness or rope or improvising handholds. Hanging onto the slick shell while the animal moves is extremely difficult, requiring a DC 20 Ride check each minute of travel.
The pearl steel turtle can be used up to three times per week for up to 6 hours at a time.
Moderate transmutation; CL 11th; Craft Wondrous Item, Animate Objects; Price 10,000 gp; Weight 5 lb.
These sharkskin gauntlets are adorned with sweeping fins. The wearer gains a natural swim speed of 30 feet, with a +8 competence bonus on Swim checks to perform some special action or avoid a hazard. The wearer can always take 10 on a Swim check, even if distracted or endangered, and can use the run action while swimming. Both gloves must be worn for the magic to be effective.
Faint transmutation; CL 5th; Craft Wondrous Item, Alter Self; Price 10,000 gp; Weight 1 lb.
Each of the several kinds of living figureheads is carved from fine wood and resembles an ordinary figurehead. When a command word is spoken, the figurehead animates and is able to use special powers as described below. The living figurehead obeys and serves the ship's master (usually the captain). Unless stated otherwise, it can speak Common and communicate telepathically with its master, provided it is within 100 feet.
If a living figurehead is broken or destroyed in its carving form, it is forever ruined. If destroyed while animated, it simply reverts to a wooden carving that can be used again at a later time.
An animated living figurehead is a construct of the same size as the object, but it has the Intelligence, Wisdom, and Charisma scores given in its entry. Special abilities whose save DCs depend on Constitution use the animated figurehead's Charisma score instead.
Dragon Head: This Large dragon's head and neck are carved from cedar or spruce and painted as a chromatic or metallic dragon, with gaping mouth and fierce eyes. When animated, this living figurehead gains a breath weapon appropriate to the kind of dragon. It also confers on its ship immunity to a type of energy damage according to the kind of dragon.
Dragon Head: As Large animated object, with the following changes: Speed 0 ft.; Ark or Full Atk +5 melee (1d8+4, bite); Space/Reach 10 ft./5 ft.; SA breath weapon; SQ hardness 5, immunity to energy, telepathy; AL N; SV Will HD/3 + Wis modifier; Int, Wis, Cha as dragon type.
Languages: Common and Draconic.
BreathWeapon (Su): As dragon type; see below. The breath weapon can be used once every 1d4 rounds. The save DC is Charisma-based.
Dragon Variety Breath Weapon Damage Save DC Black 80-foot line of acid 10d4 13 Blue 40-foot cone of lightning 10d8 14 Green 40-foot cone of corrosive (acid) gas 10d6 14 Red 40-foot cone of fire 10d10 14 White 40-foot cone of cold 10d4 12 Brass 80-foot line offire 10d6 14 Bronze 80-foot line of lightning 10d6 16 Copper 80-foot line of acid 10d4 15 Gold 40-foot cone of fire 10d10 16 Silver 40-foot cone of cold 10d8 16
Immunity to Energy (Ex): The ship gains immunity to a specific type of energy according to dragon type; see the following table.
Dragon Variety Immunity Black Acid Blue Electricity Green Acid Red Fire White Cold Brass Fire Bronze Electricity Copper Acid Gold Fire Silver Cold
The animated dragon head has the mental statistics of a young adult dragon of its kind. The item can be used once per week for up to 10 minutes at a time.
Strong transmutation; CL 15th; Craft Wondrous Item, Animate Objects, Protection From Energy, and one of the following: Acid Fog or Water to Acid (acid), Cone of Cold (cold), Lightning Bolt (electricity), Fireball or Scorching Ray (fire); Price 40,000 gp (black or white), 44,000 gp (green, brass, or copper), 49,000 gp (blue or bronze), gp (red or silver), or 56,000 gp (gold); Weight 500 lb.
Ebony Porpoise: This living figurehead is carved from ebony, waxed and polished to a high gloss. When animated, this living figurehead grants its ship swift movement through the water, doubling its ordinary speed. Alternatively, the ebony porpoise can move a becalmed sailing ship as though it were propelled by a strong wind.
The ebony porpoise also allows its ship to clear aquatic hazards, such as reefs, shipwreck debris, and the like, by making long leaps. The ship is briefly airborne, its keel clearing the water by up to 10 feet, for up to 15 rounds per day. The duration of these leaps need not be consecutive rounds.
The animated figurehead is treated as a Large animated object. Its increased speed ability can be used three times per week for up to 6 hours at a time.
Strong transmutation; CL 15th; Craft Wondrous Item, Levitate Quickswim; Price 100,000 gp; Weight 400 lb.
Golden Shedu: This living figure head is carved into a likeness of the forequarters of a shedu, a creature with the head of a bearded man and the body of a winged bull. It is crafted of mahogany and overlaid with gold leaf.
When animated, this living figurehead grants its ship a fly speed of 60 feet with poor maneuverability. In addition, the golden shedu allows its ship and crew to shift briefly from the Material Plane to the Ethereal Plane as the etherealness spell. The animated figurehead has a Charisma score of 16 but is otherwise treated as a Large animated object. Its flight ability can be used twice per week for up to 1 hour at a time. It can transport the ship to the Ethereal Plane for up 10 minutes each week; the duration of the etherealness effect need not be consecutive periods.
Strong transmutation; CL 17th; Craft Wondrous Item, Etherealness,Fly; Price 100,000 gp; Weight 350 lb.
Purpleheart Kraken: This living figurehead is a (much) smaller-than-life rendition of a kraken. It carved from the wood of the amaranth tree, which has a rich purple-brown color, and has tourmaline gems inlaid for its eyes.
When animated, the tentacles of the purpleheart kraken reach out to grab opponents or to hold fast an enemy ship. In addition, the figurehead can produce a control winds effect as a 15th-level caster. The item can be used once per week for up to 10 minutes at a time.
The animated figurehead is treated as a Large animated object, except that instead of a single slam attack, it has 8 slams that each deal 1d8+3 points of damage. It also has the improved grab ability, allowing it to attempt to start a grapple as a free action without provoking attacks of opportunity. It can constrict, dealing automatic slam damage against a held creature or object. The tentacles can grab creatures of up to Large size and can hold multiple Small or smaller creatures. The tentacles have a reach of 30 feet. While animated, the master's ship gains a +8 bonus on any Profession (sailor) checks made to start a ship-to-ship grapple.
Strong transmutation; CL 15th; Craft Wondrous Item, Animate Objects, Control Winds, Entangle; Price 45,000 gp; Weight 500 lb.
Magnificent Captain's Coat
This heavy woolen coat prevents the wearer from becoming wet in rain and sea spray. The wearer also gains the benefit of an endure elements spell against cold (but not hot) extremes of weather.
Additionally, the effects from powerful winds) are reduced by one step on the wearer. Thus, when the wearer of this coat is standing in windstorm-speed winds, she receives only the penalties associated with severe winds; if the wearer is standing in a strong wind, she receives only moderate wind penalties.
Finally, this coat grants its wearer a +5 competence bonus on both Profession (sailor) and Balance checks. Treat the coat as a shirt or vestment for determing whether it can be worn with other magic items.
Moderate abjuration, transmutation [air]; CL 5th; Craft Wondrous Item, Control Winds, Endure Elements; Price 11,000 gp; Weight 4 lb.
Oars of Speed
Carved of lightweight yet durable wood, this pair of oars can befitted on a rowboat or used to paddle a canoe or other small watercraft. They grant an enhancement bonus of +10 feet to the vessel's speed. This bonus does not improve with the addition of more oars of speed. Boats requiring more than two oars can benefit from oars of speed, but all the vessel's oars must be oars of speed to gain the speed bonus.
Faint transmutation; CL 5th; Craft Wondrous Item, Quickswim, creator must have 5 ranks in the Craft (boatbuilding) skill; Price 2,500 gp per pair; Weight 15 lb. each.
This ship's wheel, crafted of silver and ebony, is made to be mounted at a ship's helm. Once this has been done, the planar helm operates just as any other ship's wheel. Additionally, twice per day anyone who knows the proper phrase can use the helm to produce a planar navigation effect on the ship.
Strong conjuration; CL 13th; Craft Wondrous Items, Planar Navigation; Price 65,520 gp; Weight 25 lb.
Sails of Displacement, Minor
Sails of displacement are crafted of a misty gray-blue canvas-like material, the edges of which seem to be slightly blurred in the sea breeze. This grants a 20% miss chance to ship-to-ship attacks against the ship fitted with them, functioning continually.
Moderate illusion; CL 5th; Craft Wondrous Item, Displacement; Price 120,000 gp; Weight 500 lb.
Crafted of leather with silver bits shaped as shells, this bridle can transform any animal or magical beast trained to accept riders into an aquatic form, as though it were the target of a steed of the seas spell. Doing so requires the use of a command word to shift into the altered form, and a second use to return to normal form. The item will shrink or enlarge to fit any size creature. Creatures affected by this bridle need not actually be paladin's special mounts.
Moderate transmutation; CL 8th; Craft Wondrous Item, Steed of the Seas; Price 28,800 gp; Weight 1 lb.
This thick, tarred rope comes in 50-foot lengths and weighs twice as much as normal rope. Its magical enhancement grants it hardness 2 and 5 hp, and it requires a DC 25 Strength check to burst. Designated creatures moving over lines and rigging fashioned from this rope gain a +5 enhancement bonus on Balance and Climb checks. In addition, should a crew member fall from the rigging, the lines snake out and grab him in midair, preventing a fall and gently setting the creature to the deck of the ship.
The master of a vessel designates crew members for the secure lines, adding or removing individuals as the ship's complement changes. Adding or removing a crew member requires a command word.
Moderate conjuration and transmutation; CL 9th; Craft Wondrous Item, Animate Rope, Fabricate; Price 10,800 gp; Weight 20 lb.
This thick, colorless spread makes ships and watertight containers less susceptible to damage and leaks. One drum of sovereign sealant is sufficient to treat a boat or container of Huge size, or two hull sections of a larger craft.
A treated wooden item gains +2 hardness and is completely waterproof. A ship treated with sovereign sealant can lose one more hull section than normal before sinking.
Moderate conjuration; CL 8th; Craft Wondrous Item, Minor Creation; Price 8,000 gp per drum; Weight 60 lb.
A cloak crafted of water-resistant storm-gray wool and accented with gold lightning-pattern embroidery, the stormrider cloak allows the user to use a fly effect three times per day, for up to 5 minutes each time. Additionally, the user gains resistance to electricity 10.
Moderate abjuration and transmutation; CL 5th; Craft Wondrous Item, Fly, Resist Energy; Price 30,000 gp; Weight 1 lb.
This set of four wooden wheels fits most wheeled vehicles, allowing one so equipped to float in water, regardless of its size or composition (although a vehicle with large openings will quickly become water logged). A vehicle so equipped has no independent mode of propulsion once afloat but must be rowed or fitted with sails unless it has magical propulsion or dray creatures capable of swimming.
Faint transmutation; CL 5th; Craft Wondrous Item, Wave Blessing; Price 10,000 gp; Weight 20 lb each.
A device built for pumping air into submerged or otherwise enclosed spaces, this is a 2-foot-long brass tube, threaded so that additional lengths of ordinary tubing can be attached. The wind pipe has a diameter of 3 inches.
When activated, a flow of air equivalent to a moderate wind blows through the pipe. The intake end must be surrounded by air for the magic to work. Even if the space the air moves into has no outlet, the wind pipe provides circulation of the air magically.
Moderate evocation; CL 10th; Craft Wondrous Item, Favorable Wind; Price 7,000 gp; Weight 10 lb.