Item: Accompaniment Cloak

Level11
Rarity
Common
Price1300 gp
UsageWorncloak
PublicationPathfinder Treasure Vault (Remastered)

This lush velvet capelet is embroidered with images of musicians playing a wide variety of instruments. The images animate when you make art, remaining embroidered, but smoothly unknitting and reknitting in time with your performance. The figures play music that perfectly accompanies your instrument, voice, or movements, granting you a +2 item bonus to Performance checks.


Activate F (concentrate)

Frequency once per day

Effect You gain 1 Focus Point, which you can use only to cast a bard composition spell. If not used by the end of your turn, this Focus Point is lost.


Activate 2 (concentrate, manipulate)

Frequency once per day

Effect You peel the musicians from the garment and fling them around you. The cloak casts a 4th-rank Phantom Crowd spell (DC 28); each of the 10-foot squares must be adjacent to you. The crowd looks like the musicians on the garment and continues to accompany your Performance checks. You can Sustain this effect as described in the spell.


Craft Requirements You are a bard.


Trait Effects

Focused: An item with this trait can give you an additional Focus Point. This focus point is separate from your focus pool and doesn’t count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool, and there might be restrictions on how the point can be used. You can’t gain more than 1 Focus Point per day from focused items.

Illusion: Effects and magic items with this trait involve false sensory stimuli. Magic with the illusion trait creates false sensory stimuli. Sometimes illusions allow creatures a chance to disbelieve the spell, which lets the creature ignore the spell if it succeeds at doing so. This usually happens when a creature Seeks, Interacts, or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or save the GM chooses) to the caster's spell DC. Mental illusions typically provide rules in the spell's description for disbelieving the effect (usually via a Will save). If a creature engages with an illusion in a way that would prove it's not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. Disbelieving a visual illusion makes it and those things it blocks seem hazy and indistinct, which might block vision enough to leave the other side concealed.

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).

Occult: This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.


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