[alteration]
Caster Level 12
Range 0
Area of Effect the wearer
Duration continuous while worn with cowl up
Save See description
Aura Strong/Strong
Class Requirement none
Encumbrance 2-lbs. if worn
XP Vale/GP Value 1,000 XP/6,000 g.p.
This cloak allows the wearer to become camouflaged.
Description. This hooded cloak appears to be made of fine, soft, dark gray fabric that slightly shimmers.
The cloak is water resistant, may be used as a bed roll, and offers 20 degrees of cold weather protection.
Camouflage. [complex] The cloak allows the wearer to become camouflaged when the cowl is engaged.
The wearer pulls up the hood and must wait for the cloak's camouflage ability to work.
The wearer can move normally and the cloak will attempt to match the color of the surroundings.
The camouflage ability is ineffective if attempted under observation. However, if the wearer leaves line of sight for a full round, the camouflage ability will become effective.
If a creature cannot detect the wearer, treat the wearer as being invisible. Any action that would break the invisibility spell (such as attack actions) will make the camouflage effect ineffective. The wearer is seen normally and must rengage the hood as a complex action to "reset" the camouflage ability of the cloak. A creature that can pinpoint the wearer due to noise is considered to have rolled a successful detection check.
A successful detection check means that the cloak's camouflage ability is ineffective for that creature and it can see the wearer normally.
A creature making a successful detection check can (verbally) point out the wearer to allies as a free action giving their allies with line of sight of the wearer an immediate detection check with a +50% bonus to the roll.
If the wearer is immobile as well as camouflaged, and opponents enter the area, the GM will make one detection check (using the table below and the creature with the best chance of detection) to determine if any in the group note the presence of the wearer. The GM may adjust for circumstances (distractions, rainfall, etc.). If this fails, the wearer is treated as invisible and automatically gains 1 segment of surprise. (Surprise is checked in any case to see if more segments of surprise exist.)
If the wearer is moving less than half speed into an area with opponents and is alone, the GM will roll a detection check for each individual within line of sight of the wearer before rolling for Surprise. If any opponent detects the wearer, the wearer gains a +17% to surprise others. If none of the opponents detects the wearer, the wearer gains +27% to surprise others and is considered invisible.
If the wearer is (also) completely silent, successful detection grants +20% to the wearer's surprise others. Otherwise, if opponents do not detect the wearer, the wearer is treated as invisible and automatically gains 1 segment of surprise. (Surprise is checked in any case to see if more segments of surprise exist.)
Cloak Sizing
The cloak does not resize and will fit one of the following forms (d%):
Most (d%; 01-85) cloaks of elvenkind only fit slender humanoids between 4-ft. and 5.5-ft tall.
Some (d%; 86-95) will fit small humanoids from 2.5-ft. up to 4-ft. tall.
A few (d%; 96-00) will fit larger, bulkier humanoids, up to 5.5-ft. to 6.5-ft tall.
Cloaks do not function on a creature with wings (located on the creature's back) or those not at least roughly humanoid in shape.