Skip to main content

Scions of Adnauk

Level Class HP

BAB

Fort
Save
Ref
Save
Will
Save
Skill
points
Feats Special

Spells

per Day

1st Ranger 1 8 1 +2 +2 +0 - Heat Endurance, Point Blank Shot 1st favored environment (warm deserts), Track, wild empathy -
2nd Paladin 1 13 2 +4 +2 +0 P 1   Aura of good, detect evil, smite evil 1/day -
3rd Paladin 2 18 3 +5 +2 +0 P 2 Exotic Weapon Proficiency (Aquatic Crossbow) Divine grace, lay on hands -
4th Paladin 3 23 4 +5 +3 +1 P 3   Aura of courage, divine health -
5th Paladin 4 28 5 +6 +3 +1 P 4   Turn undead 1
6th Scion 1 33 6 +8 +3 +3 P 4, S 1 Ranged Smite Evil Buoyancy, river mastery 1
7th Scion 2 38 7 +9 +3 +4 P 4, S 2   River’s vigor 1/day 1
8th Scion 3 43 8 +9 +4 +4 P 4, S 3   River walk, the river’s life is mine 1
9th Scion 4 48 9 +10 +4 +5 P 4, S 4 Rapid Reload (Light/Aquatic) Smite evil 2/day 2
10th Scion 5 53 10 +10 +4 +5 P 4, S 5   Divine power 1/day 2
11th Scion 6 58 11 +11 +5 +6 P 4, S 6   Control water, river’s vigor 2/day 2
12th Scion 7 63 12 +11 +5 +6 P 4, S 7 Aquatic Shot Restoring immersion 2
13th Scion 8 68 13 +12 +5 +7 P 4, S 8   Smite evil 3/day 2, 1
14th Scion 9 73 14 +12 +6 +7 P 4, S 9   Divert river 2, 1
15th Scion 10 78 15 +13 +6 +8 P 4, S 10 Precise Shot Divine Power 2/day 2, 1

Size/Type: Medium Humanoid (Human)
Hit Dice: per chart, HP per chart + (2 x level)
Initiative: +1
Speed: 30 ft
Armor Class: 13 (+1 dex +2 heavy shield), touch 11, flat-footed 12
Base Attack/Grapple: per chart/BAB-1
Attack: Handaxe BAB-1 melee (1d6-1/x3) or sling BAB+1 ranged (1d4-1, 50ft) or aquatic crossbow BAB+1 ranged (1d8/19-20 x2, 40 ft)
Full Attack: Handaxe BAB-1 melee (1d6-1/x3) or sling BAB+1 ranged (1d4-1, 50ft) or aquatic crossbow BAB+1 ranged (1d8/19-20 x2, 40 ft)
Space/Reach: 5 ft/5 ft
Special Attacks: per chart
Special Qualities: per chart
Spells per day:
per chart
Spell DC:
12 + spell level
Saves: Fort per chart +2, Ref per chart +1, Will per chart +2
Abilities: Str 9, Dex 13, Con 14, Int 10, Wis 14, Cha 12
Skills:
    Ranger skills - Heal +6, Profession (sailor or farmer) +6, Spot +6, Survival +6, Handle Animal +5, Swim +3, Knowledge (Religion) +2
    Paladin skills - points per chart: Diplomacy (+1 cha); Knowledge (religion) 1/2 (+0 int), Sense Motive 1/2 (+2 wis), Swim 1/2 (+4 ranger -1 str)
        at 5th level a Scion of Adnauk will have the following skills: Heal +6, Diplomacy +5, Profession (sailor or farmer) +6, Spot +6, Survival +6, Handle Animal +5, Swim +5, Knowledge (Religion) +4, Sense Motive +4
    Scion skills - points per chart: Survival; Diplomacy 1/2, Gather Information 1/2, Knowledge (Religion) 1/2, Swim 1/2
Skill Bonuses: +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks in temperate/warm deserts; +2 bonus on knowledge (nature) checks about temperate/warm deserts (ranger)
Feats: per chart
Gear: per chart below
Alignment: Lawful Good
Languages: Common

Favored Environment

At 1st level, a ranger may select a natural environment from among those given on Table: Ranger Favored Environments. Due to the ranger's experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment).

Aura of Good (Ex)

The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Spells

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.

A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.

Buoyancy (Ex)

You become buoyant in water, giving you a +4 circumstance bonus on Swim checks. Additionally, your armor has been blessed by a cleric of Adnauk, which means the armor check penalty for your armor is not doubled for the purposes of Swim checks. If you ever lose your armor, or if you want a new suit blessed, a cleric of Adnauk can perform the ceremony to bless your armor at any temple devoted to your patron deity. The blessing is free of charge for scions.

River Mastery (Ex)

As a Scion of Adnauk, you gain a +1 insight bonus on attack rolls and damage rolls against river-dwelling aquatic creatures.

Spellcasting

At each even-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a scion of Adnauk, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

River’s Vigor (Su)

Beginning at 2nd level, you can emulate the vigor and unstoppable power of the river during a spring flood, gaining 5 temporary hit points per scion class level for 1 minute per scion class level once per day. From 6th level on, you can use river’s vigor two times per day (the temporary hit points gained with each use of this ability do not stack).

River Walk (Sp)

At 3rd level and higher, you can tread on river water as though you were affected by a water walk spell. You can use this ability once per day for every three scion of Adnauk levels. Your caster level for this ability is equal to your class level.

The River’s Life Is Mine (Su)

At 3rd level and higher, you gain fast healing 5 whenever you begin your turn in or adjacent to a square containing a river.

Smite Evil (Su)

Beginning at 4th level, once per day you can attempt to smite evil with one normal melee attack. You add your Charisma bonus (if any) to your attack roll and deal an extra 1 point of damage per class level. If you accidentally smite a creature that is not evil, the smite has no effect, but the ability is still used up for the day. You must declare the use of the smite before making the attack roll. Starting at 8th level, you can smite twice per day. If you have levels in a class that grant a smite evil ability (such as paladin), you gain extra uses of that ability, and the levels of that class stack with your scion of Adnauk class levels to determine the power of your smite evil ability.

Divine Power (Sp)

At 5th level, you gain the benefit of divine power, as the spell, once per day. Your caster level is equal to your class level. If you activate this ability while submerged up to your waist (or deeper) in a river, the amount of time you benefit from the ability does not count toward the duration of the effect until you move out of water of this depth. Once the duration begins to count down, however, it does not stop even if you proceed to immerse yourself in waist-deep water. At 10th level, you can use this ability twice per day.

Control Water (Sp)

Beginning at 6th level, you can use control water, as the spell, three times per day. Your caster level is equal to your class level.

Restoring Immersion (Sp)

When you attain 7th level, you become able to draw upon the power of Adnauk once per day to benefit from a restoration effect if you immerse yourself completely in water for a short time. Restoring negative levels requires that you be immersed for 1 minute per negative level. Curing ability score damage requires 5 rounds per point, and restoring drained ability score points requires 1 minute per point. You can receive more than one benefit during each period of immersion you undergo. For example, you could restore three negative levels and four drained ability points by remaining immersed for 7 consecutive minutes.Your caster level for this ability is equal to your class level.

Divert River (Sp)

At 9th level, you become capable of changing the course of a river for a short time. With slow-moving rivers, this is the equivalent of casting both versions of control water simultaneously: lower water downstream of your location, and raise water aimed at where you divert the river. Water overflows the river’s bank where you specify, rather than following the natural contours of the river. With fast-moving rivers, the effect is more dramatic: The river downstream is affected as though the lower water version of control water had been cast, and a flash flood effect, as the spell (see page 114), originates at the point on the river that you specify. Regardless of the speed of the river, the effect lasts for 2 hours unless you choose to end it sooner.

Multiclass Note

A paladin who becomes a scion of Adnauk may continue advancing as a paladin.

Scion of Adnauk Gear

Key:

  • Normal
  • New this level
  • Removing next level
  • Upgraded
Lvl Weapons Armor Consumables Reusables Ongoing Effects Weight:
1 Mwk handaxe
Sling & 10 bullets
Mwk light wooden shield Healer's Kit
Deep Draught, 2
Oil, 3 pt
Potion: Cure Light, 3
Potion: Mage Armor, 3

19.5 gp
Backpack
Bedroll
Flint and Steel
Grappling hook
Hooded lantern
Mirror, sm
Silk rope 50'
Signal whistle
Waterskin
Filter mask
Sun lenses
Worn: 13/30
Pack: 27.5/30
2 Mwk handaxe
Sling & 10 bullets
+1 light wooden shield Healer's Kit
Deep Draught, 2
Oil, 3 pt
Potion: Cure Light, 3
Potion: Mage Armor, 3

119.5 gp
Backpack
Bedroll
Flint and Steel
Grappling hook
Hooded lantern
Mirror, sm
Silk rope 50'
Signal whistle
Waterskin
Filter mask
Sun lenses
Worn: 13/30
Pack: 27.5/30
3 Mwk handaxe
Mwk aquatic crossbow & 10 bolts
+1 light wooden shield Healer's Kit
Deep Draught, 2
Oil, 3 pt
Potion: Cure Light, 3
Potion: Mage Armor, 3

68.6 gp
Backpack
Bedroll
Flint and Steel
Grappling hook
Hooded lantern
Mirror, sm
Silk rope 50'
Signal whistle
Waterskin
Filter mask
Sun lenses
Worn: 13/30
Pack: 27.5/30
4 Mwk handaxe
Mwk aquatic crossbow & 10 bolts
+1 light wooden shield Healer's Kit
Deep Draught, 2
Feather Token: Bird
Oil, 3 pt
Potion: Mage Armor, 3
Wand: Cure Light (47)

13.6 gp
Backpack
Bedroll
Flint and Steel
Grappling hook
Hooded lantern
Mirror, sm
Silk rope 50'
Signal whistle
Waterskin
Filter mask
Sun lenses
Worn: 13/30
Pack: 27.5/30
5 Mwk handaxe
Mwk aquatic crossbow & 10 bolts
+1 light wooden shield
Bracers of Armor +1
Healer's Kit
Deep Draught, 2
Feather Token: Bird
Oil, 3 pt
Potion: Mage Armor, 3
Wand: Cure Light (47)

13.6 gp
Backpack
Bedroll
Flint and Steel
Grappling hook
Hooded lantern
Mirror, sm
Silk rope 50'
Signal whistle
Waterskin
Filter mask
Sun lenses
Worn: 14/30
Pack: 27.5/30
6 Mwk handaxe
Mwk aquatic crossbow & 10 bolts
+1 light wooden shield
Bracers of Armor +1
Air Plant
Healer's Kit
Deep Draught, 2
Feather Token: Bird
Oil, 3 pt
Potion: Mage Armor, 3
Wand: Cure Light

118.6 gp
Backpack
Bedroll
Flint and Steel
Grappling hook
Hooded lantern
Mirror, sm
Silk rope 50'
Signal whistle
Waterskin
Filter mask
Float bladder
Medal of Gallantry
Sun lenses
Swimming Goggles

Worn: 14/30
Pack: 27.5/30
7 Mwk handaxe
Mwk aquatic crossbow & 10 bolts
+1 light wooden shield
Bracers of Armor +1

Air Plant
Healer's Kit
Deep Draught, 2
Feather Token: Bird, 2
Feather Token, Swan Boat
Oil, 3 pt
Potion: Mage Armor, 3
Wand: Cure Light (47)

13.6 gp
Backpack
Bedroll
Flint and Steel
Grappling hook
Hooded lantern
Mirror, sm
Silk rope 50'
Signal whistle
Waterskin
Cloak of Resistance +1
Filter mask
Float bladder
Medal of Gallantry
Sun lenses
Swimming Goggles
Worn: 15/30
Pack: 27.5/30
8 Mwk handaxe
Mwk aquatic crossbow & 10 bolts
+1 light wooden shield
Bracers of Armor +1

Air Plant
Healer's Kit
Deep Draught, 2
Feather Token: Bird, 2
Feather Token, Swan Boat
Oil, 3 pt
Potion: Mage Armor, 3
Wand: Cure Light

170.6 gp
Handy Haversack
Bedroll
Flint and Steel
Grappling hook
Hooded lantern
Mirror, sm
Silk rope 50'
Signal whistle
Waterskin
Cloak of Resistance +1
Filter mask
Float bladder
Medal of Gallantry
Sun lenses
Swimming Goggles
Worn: 20/30

9 Mwk handaxe
Mwk aquatic crossbow & 10 bolts
+1 light wooden shield
Amulet of Natural Armor +1
Bracers of Armor +1

Air Plant
Healer's Kit
Deep Draught, 2
Feather Token: Bird, 2
Feather Token, Swan Boat
Oil, 3 pt
Potion: Mage Armor, 3
Wand: Cure Light

770.6 gp
Handy Haversack
Bedroll
Flint and Steel
Grappling hook
Hooded lantern
Mirror, sm
Silk rope 50'
Signal whistle
Waterskin
Cloak of Resistance +1
Filter mask
Float bladder
Medal of Gallantry
Sun lenses
Swimming Goggles
Worn: 20/30

10 Mwk handaxe
Mwk aquatic crossbow & 10 bolts
+1 light wooden shield
Amulet of Natural Armor +1
Bracers of Armor +1

Air Plant
Healer's Kit
Deep Draught, 2
Feather Token: Bird, 2
Feather Token, Swan Boat
Oil, 3 pt
Potion: Mage Armor, 3
Wand: Cure Light

770.6 gp
Handy Haversack
Bedroll
Flint and Steel
Grappling hook
Hooded lantern
Mirror, sm
Silk rope 50'
Signal whistle
Waterskin
Cloak of Resistance +1
Filter mask
Float bladder
Gauntlets of Ogre Power
Medal of Gallantry
Sun lenses
Swimming Goggles
Worn: 24/38

11 +1 pearlsteel handaxe
Mwk aquatic crossbow & 10 bolts
+1 cool leather armor
+1 light wooden shield
Amulet of Natural Armor +1

Air Plant
Healer's Kit
Deep Draught, 2
Feather Token: Bird, 2
Feather Token, Swan Boat
Oil, 3 pt
Wand: Cure Light (40)

10.6 gp
Handy Haversack
Bedroll
Flint and Steel
Grappling hook
Hooded lantern
Mirror, sm
Silk rope 50'
Signal whistle
Waterskin
Cloak of Resistance +1
Filter mask
Float bladder
Gauntlets of Ogre Power
Medal of Gallantry
Sun lenses
Swimming Goggles
Worn: 37.25/38
12 +1 pearlsteel handaxe
+1 aquatic crossbow & 10 bolts
+1 cool leather armor
+1 light wooden shield
Amulet of Natural Armor +1

Air Plant
Healer's Kit
Deep Draught, 2
Feather Token: Bird, 2
Feather Token, Swan Boat
Oil, 3 pt
Wand: Cure Light

1,360.6 gp
Handy Haversack
Bedroll
Flint and Steel
Grappling hook
Hooded lantern
Mirror, sm
Silk rope 50'
Signal whistle
Waterskin
Cloak of Resistance +1
Filter mask
Float bladder
Gauntlets of Ogre Power
Medal of Gallantry
Versatile Eyes of the Eagle
Worn: 37.25/38
13 +1 pearlsteel handaxe
+1 aquatic crossbow & 10 bolts
+1 cool leather armor
+1 light wooden shield
Amulet of Natural Armor +1

Air Plant
Healer's Kit
Deep Draught, 2
Feather Token: Bird, 2
Feather Token, Swan Boat
Oil, 3 pt
Wand: Cure Light

165.6 gp
Handy Haversack
Bedroll
Flint and Steel
Grappling hook
Hooded lantern
Mirror, sm
Silk rope 50'
Signal whistle
Waterskin
Cloak of the Porpoise
Filter mask
Float bladder
Gauntlets of Ogre Power
Medal of Gallantry
Permanent Resistance (spell) +1
Versatile Eyes of the Eagle
Worn: 37.25/38
14 +1 pearlsteel handaxe
+1 aquatic crossbow & 10 bolts
+1 cool desiccation resistant leather armor
+1 light wooden shield
Amulet of Natural Armor +1

Air Plant
Healer's Kit
Deep Draught, 2
Feather Token: Bird, 2
Feather Token, Swan Boat
Oil, 3 pt
Wand: Cure Light

1,165.6
Handy Haversack
Bedroll
Flint and Steel
Grappling hook
Hooded lantern
Mirror, sm
Silk rope 50'
Signal whistle
Waterskin
Cloak of the Porpoise
Filter mask
Float bladder
Gauntlets of Ogre Power

Medal of Gallantry
Permanent Resistance (spell) +1
Versatile Eyes of the Eagle
Worn: 37.25/38
15 +1 pearlsteel handaxe
+1 aquatic crossbow & 10 bolts
+2 cool desiccation resistant leather armor
+1 light wooden shield
Amulet of Natural Armor +1

Air Plant
Healer's Kit
Deep Draught, 2
Feather Token: Bird, 2
Feather Token, Swan Boat
Oil, 3 pt
Wand: Cure Light

165.6 gp
Handy Haversack
Bedroll
Flint and Steel
Grappling hook
Hooded lantern
Mirror, sm
Silk rope 50'
Signal whistle
Waterskin
Belt of Giant Strength +4
Cloak of the Porpoise
Filter mask
Float bladder
Medal of Gallantry
Permanent Resistance (spell) +1
Versatile Eyes of the Eagle
Worn: 34.25/50
16 +1 pearlsteel handaxe
+1 aquatic crossbow & 10 bolts
+2 cool desiccation resistant leather armor
+2 light wooden shield
Amulet of Natural Armor +1

Air Plant
Healer's Kit
Deep Draught, 2
Feather Token: Bird, 2
Feather Token, Swan Boat
Oil, 3 pt
Wand: Cure Light

165.6 gp
Handy Haversack
Bedroll
Flint and Steel
Grappling hook
Hooded lantern
Mirror, sm
Silk rope 50'
Signal whistle
Waterskin
Belt of Giant Strength +4
Cloak of the Porpoise
Filter mask
Float bladder
Medal of Gallantry
Permanent Resistance (spell) +1
Ring of Water Walking
Versatile Eyes of the Eagle
Worn: 34.25/50

Deep Draught

This powder is a mixture of salt, dried herbs, and extracts of desert plants. Adding it to water increases your body’s retention of fluid and helps counteract the effects of dehydration. One packet of deep draught is enough for 1 gallon of solution, which grants a +5 bonus on the Heal check to treat dehydration.

Filter mask

A filter mask is a fine cloth mesh, usually of silk or cotton, that covers your mouth and nose. Cords or straps fasten the cloth around the back of your head to provide a good seal. A filter mask grants a +2 bonus on saves against gas-based effects. It negates the effects of suffocation from dust and sand, as well as the effects of supernatural or magic dust (such as slumber sand) for up to 4 hours. After this time, the mesh is clogged with grit and can no longer allow air to pass through freely. A clogged filter mask requires thorough laundering before it can be reused, but most travelers simply replace it with fresh fabric.

Sun lenses

This item, made of thin slabs of mica or volcanic glass affixed to curved frames, can protect your eyes from being dazzled by bright light, such as glare (see page 18). If you are already dazzled when you don the lenses, you are treated as if you had entered an area of shade; you recover from the dazzled condition 1 hour if you continue to wear the lenses.

Crossbow, Aquatic

This special version of a light crosbowcrossbow is strung especially tautly with thicker wire and reinforced so as not to snap under the increased tension. The aquatic crossbow is not subject to the normal -2 penalty on ranged attack rolls for every five feet of distance (see Ranged Attacks Underwater, page 93 of the Dungeon Master’s Guide), and uses its normal range increment of 40 feet both in and out of the water.

Float Bladder

This is an emergency flotation device for those who find themselves cast overboard. It can also be used to support a nonswimmernon-swimmer being assisted through water. A float bladder is a sack of oiled hide that can be filled with air. It has a long neck that is knotted shut after filling and ropes or straps to fasten it to the wearer. A float bladder can keep afloat one Medium creature. Treat this as a leather object (hardness 2); if it takes 5 or more points of damage, the skin is punctured. The round after puncturing, the user must begin making Swim checks to remain afloat. A punctured or deflated float bladder is a burden to a swimmer, imposing a -2 penalty on Swim checks if it is not removed.

Medal of Gallantry

This silver sun-shaped brooch grants its wearer a +2 bonus on Diplomacy checks but imposes a -2 penalty on Bluff checks. This penalty remains for 24 hours after the medal is removed.

Three times per day the wearer can use sanctuary on himself as a swift action. If the wearer attacks while protected by this effect, he takes a -1 morale penalty on that attack and all subsequent attacks for 1 hour afterward.

Faint abjuration; CL 3rd; Craft Wondrous Item, sanctuary; Price 1,100 gp.

Swimming Goggles

This is a leather frame containing a clear piece of glass (sometimes two) made to fit tightly over the eyes. Wearing a set of swimming goggles improves visibility underwater. In clear water, the wearer’s vision extends to 6d8×10 feet. Swimming goggles don’t make it any easier to see through murky or fast-moving water.

Cool (Armor Enchantment)

This special ability can be placed only on a suit of armor. The suit ’s wearer does not take the normal -4 penalty on Fortitude saves to resist the effects of hot environments.

Faint abjuration; CL 3rd; Craft Magic Arms and Armor, endure elements; Price +2,400 gp.

Pearlsteel (Material)

A strange metal crafted by secretive aventi metallurgists working near volcanic vents in the ocean floor, pearlsteel is gleaming, shining steel covered with a blue-white sheen like mother of pearl. Created from fine steel and rare silvery pearls found only in the ocean depths where the pressures alone would kill a land walker, pearlsteel is highly prized by all undersea races and constitutes a major trade item for the aventi. Pearlsteel is very light, especially in water. Pearlsteel items weigh 25% less than their normal equivalents. Pearlsteel also slices more smoothly through the resistance that water presents. When a slashing weapon made of pearlsteel is used in the water, its damage is reduced by -1 rather than the normal -2 for fighting in the water with a slashing weapon, and its damage is reduced by -2 instead of half. Likewise, damage dealt underwater by a bludgeoning weapon made of pearlsteel is reduced by -2 rather than reduced by half.

Versatile Eyes of the Eagle

This variation on the standard Eyes of the Eagle incorporates the effects of both sun lenses and swimming goggles.

Cloak of the Porpoise

This cloak appears to be made of leather until the wearer enters fresh water. At that time the cloak of the porpoise adheres to the individual, and they appear nearly identical to a porpoise (as the polymorph spell, except that it allows only manta ray form). They gain a +2 natural armor bonus, the ability to hold their breath, blindsight, and a swim speed of 80 feet, like a real porpoise.

The wearer also gains a porpoise's slam attack, which deals 2d4 damage. This attack can be used in addition to any other attack the character has, using their highest melee attack bonus. The wearer can release their arms from the cloak without sacrificing underwater movement if so desired.

Blindsight (Ex)

Porpoises can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.

Hold Breath (Ex)

A porpoise can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

Moderate transmutation; CL 9th; Craft Wondrous Item, polymorph, water breathing; Price 7,200 gp; Weight 1 lb.

DessicationDesiccation Resistance (Armor Enchantment)

This special ability can be placed only on a suit of armor. The armor absorbs the fi rstfirst 10 points of dessicationdesiccation damage per attack that the wearer would normally take.

Faint abjuration; CL 3rd; Craft Magic Arms and Armor, protection from dessication†desiccation†; Price +9,000 gp.