[alteration; polymorph]
Caster Level 12
Range 0
Area of Effect The wearer
Duration See description
Save See description
Aura Strong/Strong
Class Requirement none
Encumbrance 5-lbs.
XP Vale/GP Value 1,500 XP/15,000 g.p.
This cloak gives the wearer abilities related to bats.
Description. This hooded cloak appears to be made of fine, soft, dark fabric.
The cloak provides magical protection as a ring of protection +2 while worn. This operates even when the wearer uses the cloak's shape change ability.
The cloak also gives the wearer the following powers dependent on lighting circumstances:
If the wearer is in shadows or darkness and is immobile, they can become camouflaged.
Camouflage. [complex] The cloak allows the wearer to become camouflaged when the cowl is engaged.
The wearer pulls up the hood, becomes immobile, and must wait for the cloak's camouflage ability to work. The cloak uses the darkness to blend into the surrounding shadows.
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.
Detection Chance. Once camouflaged, creatures in the area have a small chance to detect the wearer (d%): A result 01-90 is unsuccessful; 91-00: The wearer is noticed and seen normally. Only one check is made per group (not per individual). If unsuccessful, if a creature has the ability to sense invisibile, one check per individual is made to detect the wearer (if in range). 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 a creature cannot detect the wearer, treat the wearer as being invisible. The wearer automatically gains 1 segment of surprise. (Surprise is checked in any case to see if more segments of surprise exist.) Assuming the wearer moves, the wearer's first surprise segment actions are treated as if they are invisible. Any subsequent segments of surprise may not depending on circumstances (opponent's facing, noise of movement, etc.; per the GM).
Any action that would break the invisibility spell (such as attack actions) or movement will make the camouflage effect ineffective.
A creature making a successful sense invisibility 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 (d%): A result 01-40 is unsuccessful; 41-00: The wearer is noticed and seen normally (and, of course, if the wearer moves, they will be seen).
If the wearer is in darkness or outside at night, the following abilities may be used:
Fly. [innate] (major) The wearer slips their hands into special interior pockets of the cloak causing the cloak to magically expand and become leathery and membranous. The wearer can then flap their arms or jump from a height and glide, giving them a fly speed of 150-ft. per round (Class B). The wingspan is 15-ft. for a man-sized cloak. The wearer can fly continuously (as a major action each round) for up to one hour before they must land and then the cloak must "recharge" for a like amount of time as that spent in flight (this recharge period is shared with the shape change ability). The wearer cannot fly if more than moderately encumbered and two arms must be constantly engaged in the activity. Once done flying, the wearer can land on the ground or can alight on any inverted surface that can support their weight (ceiling). As long as the surface offers some roughness (not very smooth), the wearer can fasten themselves to the surface using their feet (even in boots) or legs, hanging upside down with their arms free. The wearer can remain in this stance without negative effect indefinitely (and can sleep this way comfortably, even in armor or gear). While hanging the wearer is immobile, and if the hood of the cloak is engaged and the cloak is wrapped around their form, they will be camouflaged as described above. If the wearer attempts to move, they must climb (if this is even possible per the GM) or fall.
Shape Change. [innate] (declared; major, 5 segments) The wearer can use an ability similar to polymorph self (caster level 12) to shape change into a common bat (of about 4-inches in length with a 12-inch wingspan) for up to 1 hour. The cloak allows only the form of a common bat and no healing is granted. Once the wearer changes back into their original form, the cloak must "recharge" for a like amount of time as that spent in flight (this recharge period is shared with the fly ability). As a bat the wearer can alight on an inverted surface and can shape change back into their original form as described in the fly ability.
Cloak Sizing
As a general rule, magical cloaks do not resize to fit the wearer. The GM will determine the size of the cloak found. If needed, the following method will determine the size of the cloak (d%): The cloak fits Man-sized wearers (01-75); the cloak fits Small-sized wearers down to 2.5 feet tall (76-97); or the cloak fits Large wearers (roughly humanoid-shaped) that are 7-10-ft. tall (98-00). Cloaks do not function on a creature with wings (located on the creature's back) or those not at least roughly humanoid in shape.