Item: Cloak of Elvenkind (Greater)

Level12
Rarity
Common
Price1750 gp
UsageWorncloak
PublicationPathfinder Core Rulebook

This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast the Ghost Sound cantrip as an arcane innate spell.

When you adjust the cloak's clasp (an Interact action), the cloak transforms to match the environment around you and muffles your sounds, granting you a +2 item bonus to Stealth checks.


Activate 2 Interact

Frequency once per day


Effect You draw the hood up and gain the effects of a 4th-rank Invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first.

If you're also wearing Boots Of Elvenkind, you can activate this ability twice per day, and it allows you to Sneak in forest environments even when creatures are currently observing you.


Trait Effects

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).

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.


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