All Equipment | All Item Bonuses
Adjustments | Adventuring Gear | Alchemical Items | Animals and Gear | Apex Items | Armor | Artifacts | Assistive Items | Banners | Blighted Boons | Censer | Consumables | Contracts | Cursed Items | Customizations | Figurehead | Grafts | 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


Mud MakerItem 13

Uncommon Huge Magical Mounted 
Source Battlecry! pg. 104
Price 6,000 gp; Ammunition transmutation disks (10 gp, L Bulk)
Usage mounted; Space 10 feet long, 8 feet wide, 8 feet high
Crew 1 to 3; Proficiency simple
AC 30; Fort +22; Ref +16
Hardness 10; HP 180 (BT 90); Immunities object immunities
Speed 20 feet (pulled or pushed)
Designed by inventive gnomes, a mud maker is a wooden device—often painted bright colors—that uses torsion to fling 1-foot diameter clay disks brimming with earth magic at high velocity. These enchanted disks sometimes explode unpredictably, so at least one crew member must be adept at handling them gently. Once a disk strikes its target, the resulting magical explosion liquefies nearby stone into messy mud.
Aim [two-actions] 50 feet, minimum distance 25 feet
Load [two-actions] (manipulate) 1 time, requires a successful DC 20 Arcana or Nature check
Launch [one-action] (attack, earth, magical, manipulate, range increment 120 feet) 12d6 force, 10-foot burst, DC 30 Reflex. Any nonmagical unattended stone in the burst is transformed into an equal volume of mud. Stone floors become difficult terrain; if the resulting mud is at least 3 feet deep, it is greater difficult terrain, or a creature can try to Swim through it (DC 10 Athletics). If the mud is deep enough that a creature can’t reach the bottom, they must Swim to move through it. A stone ceiling transformed into mud collapses, dealing 8d6 bludgeoning damage (DC 30 basic Reflex save), and spreads out, creating difficult terrain in a 20-foot radius. If part of a stone structure is transformed into mud, the GM rolls a flat check (DC 16 for a sturdy structure, DC 14 for an average structure, DC 9 for a shoddy structure, all adjusted higher or lower as the GM sees fit). On a failure, the structure collapses, dealing 8d6 bludgeoning damage to each creature caught in it (DC 30 basic Reflex save) and spreads out, creating difficult terrain in the area of collapse. This mud is non-magical and remains until natural conditions cause it to dry out or otherwise disperse.