Item: Aboutface Figurehead
Usage attached to a ship's bow
This otherwise plain-looking figurehead has the concerned expression of someone afraid they're being chased. If the vessel the figurehead is attached to has the sluggish vehicle ability, the figurehead suppresses that ability. Captains frequently give the ability to activate an aboutface figurehead to the person at the helm of their ship.
Activate—About Face! 1 (concentrate, move)
Frequency once per day
Effect The figurehead turns its head as if to look behind it, spawning a momentary whirlpool under the ship and turbulent winds directly opposite the ship's heading. The ship makes a 180-degree turn in place, then continues heading in this new direction starting next turn.
Trait Effects
Figurehead: While many ships are adorned with decorative carvings, daring crews sometimes procure magical figureheads for their vessels. Installing an item with the figurehead trait takes 1 hour. The item then shifts slightly to match the vessel's purpose or crew as determined by the attuned creature, such as gaining avian features on a tengu vessel. A ship can have only one figurehead attached to it at a time; attaching another one suppresses all the figureheads. A figurehead can be activated only by a creature that's attuned to it, a process that takes 1 hour and can be performed while the creature is installing the figurehead. Only one creature can be attuned to the figurehead at a time unless otherwise noted. The attuned creature can activate the figurehead from anywhere aboard the vessel. Typically, the owner or captain of the vessel attunes to their vessel's figurehead. The figureheads presented here assume the vehicles they attach to are sailing ships or similar aquatic vessels, but figureheads might be modified or crafted to function on other vehicles instead.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Water: Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water. Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat aquatic combat usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Kraken Figurehead | 10 | Common |
| Veiled Figurehead | 7 | Common |
| Kraken Figurehead (Wracking) | 14 | Common |
| Veiled Figurehead (Greater) | 14 | Common |
| Woe | 10 | Unique |
| Shell of Easy Breathing (Greater) | 9 | Common |
| Anglerfish Lantern (Submersible) | 8 | Uncommon |
| Conch of Otherworldly Seas | 12 | Uncommon |
| Perfect Droplet (Greater) | 8 | Common |
| Perfect Droplet (Major) | 12 | Common |
| Sharkskin Robe | 12 | Common |
| Decanter of Endless Water | 7 | Common |
| Cloud Pouch | 6 | Common |
| Faydhaan's Dallah | 14 | Common |
| Anglerfish Lantern | 5 | Common |
| Shell of Easy Breathing | 5 | Common |
| Perfect Droplet | 3 | Common |
| Underwater | 3 | Common |
| Admiral's Bicorne | 10 | Common |
| Aeon Stone (Pearlescent Pyramid) | 10 | Uncommon |