The sun shines brightly off the sand, and you can hear the calming sound of waves crashing against the shore. Valcav leans against the warped counter of his seaside stall made from hunks of driftwood. “So you’ve come all the way out here looking for water then?” He nods to the sea stretching far off into the west behind you. “You’ve got plenty to choose from out there so have at it.” Valcav gives you a knowing wink. “Unless of course, you know that the best water isn’t found here, but way out there in the planes.” He reaches into a nearby rain barrel and pulls out three items for you.
These boots are popular with acrobats and other performers that spend a lot of time high off the ground.
This pair of knee-high blue leather boots features flowing waterfalls stitched in white thread.
Waterfall boots cushion the wearer’s fall, reducing damage as if landing in water. The wearer ignores the first 20 feet fallen when calculating falling damage and only suffers 1d3 points of nonlethal damage per 10-foot increment beyond the first 20 feet but less than 40 feet. Falling damage beyond 40 feet is calculated as normal.
Three times per day, the wearer can fall on their enemies with the force of a waterfall. If the wearer falls more than 10 feet they can attempt to hit a target below them with a ranged touch attack. On a successful hit they deal damage to the target as if they were a falling object one size larger than themselves. A small character typically deals 3d6 points of bludgeoning damage and a medium character deals 4d6 points of bludgeoning damage. The target of this attack is knocked prone if they take any damage from this attack. The wearer of the boots takes falling damage as normal, but the waterfall boots power to reduce damage applies. If the wearer drops more than 40 feet and takes lethal falling damage they are knocked prone on top of their target.
Wondrous item, uncommon
These blue boots are infused with elemental water. If you fall you are treated as if you had landed in water rather than hard ground. You can ignore up to 40 feet when calculating fall damage. You can also plummet down on your foes as if you are careening over a waterfall. Three times per day when you are falling you can make an attack against a foe below you. On a successful hit, you deal 3d6 points of bludgeoning damage if you are small sized and 4d6 points of bludgeoning damage if you are medium. Normal rules for falling apply and anyone taking falling damage will be knocked prone. If you fall less than 40 feet the boots will negate your falling damage and allow you to land on your feet.
According to legend, these rings were first developed by an ice mephit. They ended up losing their prototype after betting it on a rigged shell game.
This blue-gray metal ring bearing an engraved snowflake is cold to the touch
Aura moderate conjuration Price 5,500 gp; Slot ring; CL 6th; Weight —
A refreezing ring has two different functions that can be activated with two different command words.
The first command word causes the ring to melt and to reform itself as a +1 frost shortspear. The spear looks like a long jagged icicle and is as hard as steel despite being made of ice. If the spear ever leaves the wielder’s possession or gains the broken condition it melts down into its ring form.
The second command word transforms the ring into a +1 mirrored buckler. The buckler is made from extra hard and reflective ice. Like the spear, it reverts back to its original shape if disarmed or broken.
If either the spear or the shield is broken, the ring cannot transform again until 24 hours have passed. As creations of ice, both forms of the ring are susceptible to heat. Attacks or effects that deal fire damage deal half again as much damage to the ring in either form. At the GM’s discretion, a refreezing ring may not be able to change forms in extremely hot environments such as a desert or a volcano.
Ring, rare (requires attunement)
When you wear this cold metal ring you can alter its form by speaking the correct command word. One command word transforms the ring into a spear made of ice that lacks the thrown weapon property. Attacks with this spear deal an additional 1d6 cold damage to their target. The other command word transforms the ring into a shield made of hardened ice. If the spear or the shield leave your hand they quickly melt and reform back into the original ring form. Both forms are also sensitive to heat and have vulnerability against fire damage. If either form is broken, it reverts back to its original ring shape and you cannot transform it again until 24 hours have passed. Your DM may also rule that in excessively warm locations such as a desert; make it impossible for you to transform the ring into its ice forms.
The decorative fish that adorn this helm each hold a tiny portal to the elemental plane of water
This open face aged copper helm is always slightly damp to the touch. The sides and top of the helm each feature a small open mouthed fish ornament.
Aura moderate conjuration Price 20,000 gp; Slot head; CL 9th; Weight 3lbs.
If the wearer of this helm has water dependency, they double the amount of time they can survive outside of water.
Three times per day as a full-round action the wearer can command the helm to spray out a thick fog, similar to the obscuring mist spell. This humid fog is made of water vapor and cannot be burned away by fire spells and effects. The fog created by this helm will also function under water.
Once per day the wearer can focus the water in the helm to unleash a blast of scorching steam. This produces a 60-foot line of boiling water that deals 9d6 points of fire damage. A successful DC 17 Reflex save reduces this damage by half.
Wondrous item, very rare
As long as you wear this helm, you can feel water dripping down your neck. Twice per day you can activate the helm’s fish ornaments and have them belch out a hazy cloud of water vapor. This stationary cloud extends out to a 20-foot-radius and lasts for 1 minute. All attack rolls and Wisdom (Perception) made in this cloud have disadvantage. Once per day you can have the helm’s fish shoot a jet of scalding steam in a 5 by 30 ft. line. Creatures in this line take 9d6 points of fire damage which can be reduced by half if they make a DC 17 Dexterity saving throw.