Item: Slime Ducts (Living Tar)
Nearly invisible ducts in your skin secrete a layer of slime that coats your flesh.
Activate—Secrete Slime 1 (concentrate)
Requirements You activate the ducts, covering yourself with a thin layer of slime
Effect The black, tar-like sludge on your skin sticks to anything that touches it. The slime lasts for 10 minutes or until you Dismiss the effect. You gain a +2 item bonus to checks to Grab An Edge, as well as to your Reflex DC against attempts to Disarm you. A creature that hits you with a melee Strike must attempt a DC 25 Reflex save.
Success The creature is unaffected.
Failure The creature takes a –2 circumstance penalty to attack rolls using the same weapon or appendage until it spends an action to pull the weapon or appendage free, or until you move.
Critical Failure If the Strike was made with a weapon, the creature is disarmed, and the weapon sticks to you until a creature Interacts to pull it free by succeeding at a DC 25 Athletics check. If the Strike was made with an unarmed attack, the creature is Grabbed by you until it Escapes (DC 25).
Trait Effects
Graft: An item that has the graft trait is a living tissue sample that has been implanted into a host. It’s permanently a part of the subject’s body and reduces the number of items that creature can invest per day by 1. Each graft has the invested trait to indicate this limitation—a graft is like an invested item that the host creature has no choice but to invest. If a creature gets a new graft when their limit on invested items has already been reduced to zero, the host body rejects the graft. Once fully implanted, a graft cannot take damage separately. If a graft is ever severed from the host body, it can be reattached by any effect that can typically reattach limbs or organs, such as the _regenerate_ spell. A grafter can remove a grant using the same process required to implant one, though this does not necessarily restore any organs replaced by the graft initially. Grafts typically require specialized storage conditions, such as alchemical tanks, to remain viable outside of a host. Grafts can usually be upgraded into their greater versions by having a grafter apply additional surgeries, mutagenic development, or similar medical procedures.
Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
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.
Related Items
| Name | Level | Rarity | Price |
|---|---|---|---|
| Camouflaging Chromatophores (Greater) | 9 | Uncommon | 665 gp |
| Tentacle Tresses | 9 | Uncommon | 700 gp |
| Toxic Blood | 9 | Common | 650 gp |
| Urdefhan Flesh | 9 | Uncommon | 700 gp |
| Alluring Lantern | 8 | Common | 450 gp |
| Echo Receptors | 10 | Uncommon | 950 gp |
| Gills | 8 | Common | 450 gp |
| Bleeding Canines | 7 | Common | 320 gp |
| Bristling Spines (Greater) | 7 | Common | 360 gp |
| Constricting Whip Tail | 7 | Common | 320 gp |
| Deadly Slashing Claws | 7 | Common | 320 gp |
| Gliding Membranes (Greater) | 7 | Common | 340 gp |
| Goring Horn | 7 | Common | 320 gp |
| Secondary Mouth | 7 | Uncommon | 330 gp |
| Slime Ducts (Cave Blight) | 11 | Uncommon | 1200 gp |
| Spry Sinews (Greater) | 11 | Common | 1300 gp |
| Tubeworm Gland | 7 | Common | 330 gp |
| Caligni Eyes | 5 | Uncommon | 140 gp |
| Cave Worm Axons | 13 | Uncommon | 2700 gp |
| Slime Ducts (Tomb Jelly) | 5 | Uncommon | 150 gp |