[alteration-illusion/phantasm; seeming]
Caster Level 12
Range 0
Area of Effect the wearer
Duration continuous while worn with hood up
Save See description
Aura None
Class Requirement none
Encumbrance 5-lbs. if worn
XP Vale/GP Value 3,500 XP/35,000 g.p.
This powerful robe allows the wearer to blend in to their surroundings, even appearing to be a creature appropriate to a group.
Description. If found unworn, this robe always appears to be a soiled brown or gray garment. When donned, the wearer will note the robe (actually clean and more of an ochre color) has a hood.
The robe begins operating immediately once the hood is engaged. All abilities function automatically and as an immediate action.
The wearer becomes camouflaged against their surroundings. See Effects of Camouflage.
If the wearer comes within 10-ft. of a group of creatures (over 3 in number), the wearer will appear to be one of those creatures. See Camouflage as a Creature.
A wearer's allies that have observed the operation of the robe can always pinpoint the wearer.
This robe does detect as magic and only reveals its powers once donned.
Limitations
A camouflaged wearer is treated as if invisible and any action that would break the invisibility spell will make their position clear to all within line of sight. In addition, any broad movement or noise allowing their position to be pinpointed will ruin the camouflage effect for the creatures hearing them.
The robe does not change how the wearer sounds, whether speaking or moving.
If blending into a group of creatures, the robe can make the wearer appear to be a maximum of double their normal height or a minimum of one-half their normal height.
Certain creatures will be able to detect the wearer if within 30-ft., noting something wrong with the area or something unusual about the creature (check immediately and then once every 10 rounds):
A creature with a 15 Intelligence or better (or an Exceptional Intelligence rating) gains a 1% chance per point of Intelligence to detect the wearer.
A creature with 10 HD or more and at least a 5 Intelligence (or Low Intelligence rating) gains a 1% chance per hit die to detect the wearer (this stacks with the chance granted for a high Intelligence score).
Effects of Camouflage
The wearer can move normally and the robe will match the color of the surroundings.
The robe will alter the wearer's scent.
The camouflage ability adds a +20% bonus to Surprise Others. Creatures that are not surprised may hear the wearer.
Once surprise is over for the wearer's opponents, roll one detection check for the group using the best detection check chance. If this is 0%, no check is possible. A successful check means one or more members of the group notice either the wearer or hear something based on their detect invisible ability.
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 an immediate detection check with a +50% bonus to the roll.
Detection Checks When Camouflaged Against Terrain
The base chance for others to detect a camouflaged wearer visually is 0%. This is adjusted as follows:
The opponent has a chance to sense invisible (not tied directly to olfactory senses): Bonus equal to the chance (up to 100%).
The wearer is moving: +10% per 10 ft. moved in a round over 30-ft.
Camouflage as a Creature
Anytime the wearer comes within 10-ft. of a group (more than 3 in number) of creatures, the robe will automatically make the wearer appear as one of those creatures.
If the group is a mix of creatures, the wearer can designate one type present or the robe will choose a type randomly among those present.
Detection chance is per the GM.
If creatures are especially alert and well known to one another, a new creature in their midst will be noticed immediately. The new creature will appear similar to them (but not a duplicate of one), so hostility may not be immediate. Of course, things could get tricky if the wearer of the robe cannot respond convincingly to questions.
If creatures are not alert, or there are many, or they don't know each other well, the GM may allow the wearer to blend into the group without a chance to be noticed. Other circumstances may allow a roll to detect (usually one roll based on a percentage chance based on creature type, Intelligence, and circumstances). For example, a group of creatures that rely on scent may have a better chance to accept the newcomer as just one more of them due to the robe's ability to emit scent.
Example: A half-elf wearing the robe quietly enters a large hall moving at 30-ft. per round. The hall has a group of six bugbears at the opposite end. Its dark, the half-elf is not wearing armor, and the bugbears are about 50-ft. away. Because the half-elf's movement is out of the range of hearing for the bugbears, and the bugbears cannot detect the half-elf, the GM grants the half-elf an automatic 1 segment of surprise. The half-elf moves slowly to a nearby pillar and becomes immobile. After a bit, the bugbears head out to patrol and, as they pass the half-elf, he joins their group, blending in as another bugbear. The bugbears are typically silent while patrolling so the half-elf follows along without being spotted until the bugbears stop and confer with each other. As they do so, the half-elf steps away from the group, becoming camouflaged again.
Note: If the half-elf wished to proactively join the group of bugbears (approaching within 10-ft. as opposed to waiting for them to walk by), the half-elf would need to come within 10-ft. of the bugbears. This is risky as normal movement is heard within 30-ft. and would allow the bugbears to detect the half-elf walking toward them. Thus, the half-elf would need to create a distraction or watch for bugbear in-fighting (looking for an opportunity where they would be distracted or the ambient noise is raised to the point the half-elf would not be heard coming close).