Item: Kraken Figurehead

Level10
Rarity
Common
Price490 gp
UsageAttached to ships bow
PublicationPathfinder Rage of Elements

Usage attached to a ship's bow

A knot of tentacles makes up the body of this figurehead. It's always slightly slimy and sticky to the touch. Superstitious sailors tend to avoid ships with this figurehead on the bow, claiming it's bad luck to flaunt a kraken's image while at sea.


Activate—Lash Out! 2 (aura, concentrate)

Frequency once per hour

Effect The effigy causes spectral tentacles to erupt from the ship's hull. These tentacles lash out in an emanation with a distance equal to the ship's length and remain active for 10 minutes. Creatures in the aura and in the same body of water as the ship take a -2 circumstance penalty to Athletics checks to Swim as the writhing tentacles lash out in all directions.


Activate—Grab Them! 1 (attack, concentrate)

Requirements The ship's spectral tentacles are activated

Effect The tentacles grab at an enemy vessel in the aura. Attempt a piloting check against the target vessel's AC. On a success, the tentacles grab hold and tether the two vessels together. While tethered, the ships can't move farther away from each other, creatures aboard the enemy vessel receive a -2 circumstance penalty to all piloting checks, and creatures attempting to Board the enemy vessel gain a +2 circumstance bonus to any check required to do so.

If you use this activation while the tentacles are already latched onto another ship, the tentacles instead pull that ship toward yours a distance up to half your ship's swim Speed with a success (or up to your ship's full swim Speed with a critical success). The pilot of the enemy ship can attempt a DC 27 piloting check to break free as a single action that has the attack trait. With a success, the ship frees itself from the tentacles.


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.


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