Weight: 4 lb.
Slot: Shoulders
CL: 5th
Aura: faint transmutation
The exterior of the cloak is an extradimensional space filled with water
and sand. Each time a creature of the wearer's size or smaller attempts to
grapple the wearer, it must succeed at a DC 15 Reflex save or fail at the
attempt and be engulfed by quicksand (Pathfinder RPG Core Rulebook 42 7). Every
round it's trapped in the extradimensional space, the trapped creature must
make a Swim check (DC 15) to climb out, landing prone adjacent to the wearer.
Crawling out doesn't provoke an attack of opportunity from the wearer, but does
provoke from others. A creature that fails its Swim check by 5 or more
submerges and begins to drown. A creature that succeeds at the initial save
grapples the wearer normally, and doesn't need to save again unless the wearer
escapes and the creature tries to grapple the wearer again.
A quicksand cloak left on the ground behaves as a patch of quicksand
filling one 5-foot square, and swimming out works the same. Others may use aid
another to help a creature trapped in the cloak, as though the creature were
grappled.
A quicksand cloak of any size can contain only one creature at a time;
a creature attempting to grapple the wearer while the cloak already contains a
body is not affected by the cloak.
Source: PZO9544 Tears at Bitter Manor
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