All Equipment | All Item Bonuses
Adjustments | Adventuring Gear | Alchemical Items | Animals and Gear | Apex Items | Armor | Artifacts | Assistive Items | Blighted Boons | Censer | Consumables | Contracts | Cursed Items | Customizations | Figurehead | Grimoires | Held Items | High-Tech | Intelligent Items | Materials | Other | Relics | Runes | Services | Shields | Siege Weapons | Snares | Spellhearts | Staves | Structures | Tattoos | Trade Goods | Vehicles | Wands | Weapons | Worn Items


Base Armor (Specializations) | Basic Magic Armor | Other Consumables | Precious Material Armor | Specific Magic Armor


There is a Legacy version here.

PFS StandardTideplateItem 10

Invested Magical 
Source GM Core pg. 231
Price 1,000 gp
Usage worn armor; Bulk 4
Base Armor Full Plate
Rippling water motifs decorate this simple suit of +1 resilient full plate. The plate has been altered for underwater use, so it's check penalty doesn't apply to Acrobatics or Athletics checks in water or similar liquids. While wearing the armor, you gain a +2 item bonus to Athletics checks to Swim, and you can breathe underwater.

Activate—Ride the Waves [two-actions] (concentrate, manipulate); Frequency once per hour; Effect The ripples on the armor begin to undulate, matching the movement of any nearby water. The armor casts water walk on you.

Activate—Submerge [two-actions] (concentrate, manipulate, polymorph) ; Frequency once per day; Effect You merge with the water for 10 minutes. While merged, you can't move, you can see through the water if it's clear enough, and you can hear what's going on outside of the water. Water typically can't take damage, but if the water you're merged in is subject to electricity damage or an ability or effect that destroys or dries water, you're expelled from the water and take 10d6 damage. Control water expels you without dealing damage.