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Pearl Sea Horse Level 9<br />
This figurine depicts an iridescent sea horse wearing a saddle.<br />
Wondrous Item 4,200 gp<br />
Power (Daily ✦ Conjuration): Standard Action. Use this<br />
figurine to conjure a Large majestic sea horse (see below<br />
for statistics). There must be a body of water adjacent<br />
to you for the sea horse to appear in; otherwise, the<br />
figurine cannot be activated. As a free action, you can<br />
spend a healing surge when activating this item to give<br />
the creature temporary hit points equal to your healing<br />
surge value.<br />
While riding the sea horse, you breathe water as if it<br />
were air and can speak normally underwater.<br />
The sea horse can carry one Medium or Small character<br />
weighing no more than 300 pounds. If more than 300<br />
pounds are placed on it, the creature disappears and<br />
cannot be conjured again until after an extended rest.<br />
Pearl Sea Horse<br />
Large natural animate (aquatic, mount)<br />
Initiative as conjurer Senses Perception +4<br />
HP 14; Bloodied 7<br />
AC 17; Fortitude 17, Refl ex 15, Will 13<br />
Speed swim 10<br />
M Tail Slap (standard; at-will)<br />
Reach 2; +10 vs. AC; 2d8 + 4 damage.<br />
Aquatic Charge (while mounted by a friendly rider of 9th level<br />
or higher; at-will) ✦ Mount<br />
The sea horse’s rider deals an extra 1d10 damage when he or<br />
she attacks after the sea horse charges. While in water, the<br />
rider also gains a +2 bonus to attack rolls against creatures<br />
without a swim speed..<br />
Waterborn<br />
While in water, the sea horse gains a +2 bonus to attack rolls<br />
against creatures without a swim speed.<br />
Alignment Unaligned Languages —<br />
Str 18 (+8) Dex 15 (+6) Wis 10 (+4)<br />
Con 20 (+9) Int 2 (+0) Cha 9 (+3)<br />
Bag of Tricks<br />
These small leather bags come in a variety of colors,<br />
gray being the most common. You can use a bag of<br />
tricks to conjure an obedient beast. You must spend<br />
a healing surge to activate the bag’s power, and you<br />
gain no other benefit for spending the healing surge.<br />
When you use a bag of tricks to conjure a creature,<br />
it appears in an unoccupied space within 5 squares<br />
of you; the space must be large enough to contain<br />
the creature without squeezing. The creature obeys<br />
only you, responding to commands spoken in any<br />
language. The creature remains until the end of the<br />
encounter or for 5 minutes. The conjured creature<br />
acts on the same initiative count as you. Every action<br />
it takes costs you a minor action (which you use to<br />
issue commands), and a conjured creature cannot<br />
exceed its normal allotment of actions (a standard,<br />
a move, and a minor action) during its turn. If you<br />
spend no minor actions on your turn to command<br />
the creature, it remains where it is without taking any<br />
actions on its turn.<br />
A conjured creature is a minion (MM 282). It<br />
has no healing surges and cannot be healed, and it<br />
cannot gain temporary hit points. When reduced to 0<br />
hit points or fewer, the conjured creature disappears.<br />
If an object is placed in the bag of tricks, the bag<br />
ceases to function until the object is removed. A bag of<br />
tricks used for simple storage holds up to 3 pounds.<br />
BAGS OF TRICKS<br />
Lvl Name Price (gp)<br />
8 Bag of tricks, gray 3,400<br />
18 Bag of tricks, rust 85,000<br />
28 Bag of tricks, vermilion 2,125,000<br />
Bag of Tricks, Gray Level 8<br />
This simple, leather bag produces feral critters that you can send<br />
against your enemies.<br />
Wondrous Item 3,400 gp<br />
Power (Daily ✦ Conjuration): Standard Action. Use this<br />
bag to conjure a Tiny minion (see below for statistics).<br />
Roll a d8 to determine which beast is produced and<br />
modify its statistics accordingly:<br />
1: Bat; this creature also has a fly speed of 6.<br />
2: Rat; this creature also has darkvision.<br />
3: Cat; this creature also knocks the target prone on a hit.<br />
4: Weasel; this creature does not provoke opportunity<br />
attacks for moving.<br />
5: Snake; this creature also deals 2 poison damage on a<br />
hit.<br />
6: Badger; this creature gains a +1 bonus to attack rolls.<br />
7: Spider; this creature also has a climb speed of 6.<br />
8: Scorpion; this creature deals ongoing 1 poison damage<br />
(save ends) on a hit.<br />
CHAPTER 2 | Magic Items<br />
BAG OF TRICKS<br />
183