CLOAK or SHOULDER Slot- Wondrous Items- Descriptions in Aertrea | World Anvil
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CLOAK or SHOULDER Slot- Wondrous Items- Descriptions

Shoulder/Cloak Wondrous Items



CAPE OF EFFULGENT ESCAPE

14,000 GP
AURA faint evocation and illusion CL 3rd WEIGHT 1 lb. This shining white cloak is trimmed with golden sunbursts and continuously radiates light (as per the light spell, but only in a 10-foot radius). Twice per day, the wearer can command the cape to erupt in a burst of light, blinding all creatures other than the wearer within 20 feet for 1d4 rounds (Reflex DC 14 + CHA negates). After triggering this burst, the wearer becomes invisible (as the invisibility spell, with a duration of 1 minute) and the cape’s light is extinguished as long as the wearer is invisible.
CONSTRUCTION REQUIREMENTS COST 7,000 GP Craft Wondrous Item, daylight, invisibility

CAPE OF THE MOUNTEBANK

10,800 GP AURA moderate conjuration CL 9th WEIGHT 1 lb.
Once per day on command, this bright red and gold cape allows the wearer to use the magic of the dimension door spell. When he disappears, he leaves behind a cloud of harmless gray smoke, appearing in a similar dramatic fashion at his destination.
CONSTRUCTION REQUIREMENTS COST 5,400 GP Craft Wondrous Item, dimension door


CAPE OF THE VIPER

Price (Item Level): 2,000 gp (6th) Body Slot: Shoulders Caster Level: 7th Aura: Moderate; (DC 18) transmutation Activation: Swift (command) Weight: 1 lb.
This viridian cape is shot with threads of greenish metal. A cape of the viper allows you to transform into a poisonous serpent. The cape has 3 charges, which are renewed each day at dawn. Spending 1 or more charges trans- forms you into a viper for 7 rounds.
  • 1 charge: Small viper.
  • 2 charges: Medium viper.
  • 3 charges: Large viper; add +2 to the save
DC of your bite’s poison. While in viper form, you replace all your normal statistics and special abilities with those of a typical viper of the appropriate size, except for your alignment, your hit points, your Hit Dice (for the purpose of adjudicating effects based on HD), and your ability to understand (but not speak) the languages you normally understand. Any gear worn or carried melds into the new form and becomes nonfunctional.
Prerequisites: Craft Wondrous Item, ability to wild shape. Cost to Create: 1,000 gp, 80 XP, 2 days.


CATCHING CAPE

200 GP AURA faint abjuration CL 1st WEIGHT 3 lbs.
This silvery cape furls and ripples like a flag with every step its owner takes. As a swift action, the wearer can order the cape to transform into a faint sphere of force that surrounds him on all sides. The field grants the wearer concealment (20% miss chance) against ranged attacks and lasts for 1 minute or until the wearer is missed by a ranged attack due to the power of the cloak, whichever comes first. When the field is used, all magic is lost from the cloak, leaving only a mundane silvery garment.
CONSTRUCTION REQUIREMENTS COST 100 GP Craft Wondrous Item, shield  


CHARLATAN’S CAPE

45,000 GP AURA strong evocation and illusion CL 13th WEIGHT 1 lb.
This garish cloak of red velvet is embroidered with goldthreaded patterns, typically in shapes of sinisterly masked harlequins or other imagery of sinister revelry. The cloak acts like a cloak of the mountebank, but its dimension door power can be used three times per day. Furthermore, once per day the wearer of the cloak can use ethereal jaunt, as per the spell.
CONSTRUCTION REQUIREMENTS COST 22,500 GP Craft Wondrous Item, dimension door, ethereal jaunt


CLOAK OF ARACHNIDA

14,000 GP AURA moderate conjuration and transmutation CL 6th WEIGHT 1 lb.
This red and violet silk garment, delicately embroidered with a barely perceptible web-like pattern, gives the wearer the ability to climb as if a spider climb spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort; she can move in webs at half her normal speed. Once per day, the wearer of this cloak can cast web. She also gains a +2 luck bonus on all Fortitude saves against poison from spiders.
CONSTRUCTION REQUIREMENTS COST 7,000 GP Craft Wondrous Item, spider climb, web


CLOAK OF DISPLACEMENT, MAJOR

50,000 GP AURA moderate illusion CL 7th WEIGHT 1 lb.
Embroidered with images of falling stars and pale moons, this item appears to be a normal cloak, but on command its magical properties distort and warp light waves. This displacement works just like the displacement spell and lasts for a total of 15 rounds per day, which the wearer can divide up as she sees fit.
CONSTRUCTION REQUIREMENTS COST 25,000 GP Craft Wondrous Item, Extend Spell, displacement


CLOAK OF DISPLACEMENT, MINOR

  24,000 GP AURA faint illusion CL 3rd WEIGHT 1 lb.
This item appears to be a normal cloak, with a pattern very similar to a major cloak of displacement’s nocturnal designs, but when worn its magical properties distort and warp light waves. This displacement works similar to the blur spell, granting a 20% miss chance on attacks against the wearer. It functions continually. CONSTRUCTION REQUIREMENTS COST 12,000 GP Craft Wondrous Item, blur


Cloak of Battle

Price (Item Level): 22,000 gp (15th) Body Slot: Shoulders Caster Level: 14th Aura: Strong; (DC 22) transmutation Activation: — and standard (command) Weight: 1 lb.
Thousands of thin, silvery chain links make up this long cloak.
A cloak of battle grants you a +4 armor bonus to AC. This is a continuous effect and requires no activation. The cloak also has two other abilities tied to unique com- mand words.
The first command transforms the cloak into an iron +1/+1 quarterstaff that leaps into your hands (or falls at your feet if you don’t have an open hand). The same command transforms the staff back into a cloak, returning it to your shoulders.
The second command allows the cloak to make a disarm attempt against an adjacent opponent (using your base attack bonus and size modifi er, and with a +4 bonus on the roll). This attempt does not provoke attacks of opportunity. If the disarm attempt succeeds, the cloak can fling the weapon up to 10 feet in any direction. (The disarmed weapon can’t be thrown at a creature as an attack.) If the disarm attempt fails, you can’t be disarmed in return. This ability can be used three times per day.
Prerequisites: Craft Wondrous Item, cat’s grace, mage armor, magic weapon. Cost to Create: 11,000 gp, 880 XP, 22 days.

 


Cloak of Elemental Protection

Price (Item Level): 1,000 gp (4th) Body Slot: Shoulders Caster Level: 3rd Aura: Faint; (DC 16) abjuration Activation: Immediate (command) Weight: 1 lb.
This white cloak is embroidered with runes representing the five energy types in metal- lic thread. When you activate a cloak of elemental protection, you gain resistance 10 against a single energy type of your choice (acid, cold, electricity, fire, or sonic). Thi sprotection lasts until the start of your next turn. A cloak of elemental protection functions once per day. You must wear a cloak of elemental protection for 24 hours before you can access its abilities. If it is taken off, it becomes inactive until worn for an additional 24 hours.
Prerequisites: Craft Wondrous Item, resist energy. Cost to Create: 500 gp, 40 XP, 1 day.  


CLOAK OF ELVENKIND

2,500 GP AURA faint illusion CL 3rd WEIGHT 1 lb.
These cloaks of famed elven design are enhanced to reflect the wearer’s surroundings, aiding him in blending in with any terrain. When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on hide checks. This bonus becomes +7 in forest terrains.
CONSTRUCTION REQUIREMENTS COST 1,250 GP Craft Wondrous Item, invisibility, creator must be an elf


CLOAK OF ETHEREALNESS

55,000 GP AURA strong transmutation CL 15th WEIGHT 1 lb.
This silvery gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the ethereal jaunt spell). The effect is dismissible.
The cloak works for a total of up to 10 minutes per day. This duration need not be continuous, but it must be used in 1 minute increments.
CONSTRUCTION REQUIREMENTS COST 27,500 GP Craft Wondrous Item, ethereal jaunt


CLOAK OF FANGS

2,800 GP AURA moderate transmutation CL 9th WEIGHT 1 lb.
Wearing this animal-hair cloak grants a +1 resistance bonus on saving throws. Furthermore, the wearer can force its teeth to grow rapidly up to five times per day as a swift action. The oversized teeth last for 1 round, during which time the wearer can make a bite attack. Treat this attack as a primary natural attack that deals 1d6 points of damage (or 1d4 if the wearer is Small). If the wearer already has a bite attack, the damage of that bite attack increases by one step
CONSTRUCTION REQUIREMENTS COST 1,250 GP Craft Wondrous Item, alter self, resistance    


CLOAK OF FIERY VANISHING

2,600 GP AURA faint abjuration and illusion CL 5th WEIGHT 1 lb.
This thick leather cloak is charred and blackened around the edges and smells faintly of soot. Once per day, when subject to an effect that deals fire damage, the wearer can spend an immediate action while obscured by the flames to become invisible, leaving behind an illusory pile of ashes and bones, as if he had been slain by the fire effect. The wearer’s invisibility and his illusory remains last for 5 rounds or until the wearer attacks any creature. Creatures that study or interact with the ashes can make a DC 11 + CHA Will save to disbelieve the illusion, though this does not end the invisibility effect.
CONSTRUCTION REQUIREMENTS COST 1,300 GP Craft Wondrous Item, invisibility, silent image


CLOAK OF HUMAN GUISE

900 GP AURA faint illusion CL 1st WEIGHT 1 lb.
This plain cloak only has any effect when worn by a member of a half-human race, such as a half-orc or half-elf. It alters the wearer’s appearance similarly to a hat of disguise, but only to the extent that it conceals or alters the wearer’s nonhuman physical traits so the creature appears fully human.
Any feature that is plausibly human remains. For example, a half-orc wearing the cloak loses his green or gray skin color and pointed ears, has no visible tusks, and is otherwise completely able to pass as a human version of his normal self. Likewise, a half-elf wearing the cloak has round ears, humanlike eyes, and no other traits indicating elven ancestry.
The wearer has no control over the specific guise, and those familiar with his normal appearance can recognize him in his human guise.
CONSTRUCTION REQUIREMENTS COST 450 GP Craft Wondrous Item, disguise self


Cloak of Predatory Vigor

Price (Item Level): 1,400 gp (5th) Body Slot: Shoulders Caster Level: 3rd Aura: Faint; (DC 16) conjuration Activation: Swift (mental) Weight: 2 lb.
This leopardskin cloak appears comfortable, yet protective. A cloak of predatory vigor helps you channel the power of your combat frenzy into rejuvenating energy. While in a rage or frenzy, you can activate this cloak to heal damage to yourself equal to your Hit Dice. This effect functions two times per day.
Prerequisites: Craft Wondrous Item, cure moderate wounds. Cost to Create: 700 gp, 56 XP, 2 days.


CLOAK OF QUILLS

Price (Item Level): 2,500 gp (7th) Body Slot: Shoulders Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Free (command)
Weight: 1 lb.Thousands of small quills cover the exterior of this thick, high-collared leather cloak. While most of the quills are little more than the length of a porcupine’s, several on the shoulders and back are nearly 2 feet long.
While grappling, each time you roll a grapple check (other than the initial check to enter or resist the grapple), you can activate your cloak of quills. Doing this lodges quills in your opponent, dealing 1d6 points of damage to each other creature in the grapple (Reflex DC 16 negates). This ability functions five times per day. Prerequisites: Craft Wondrous Item, quillfire (SC 164). Cost to Create: 1,250 gp, 100 XP, 3 days.


CLOAK OF RESISTANCE

VARIES +1 bonus 1,000 GP +2 bonus 4,000 GP +3 bonus 9,000 GP +4 bonus 16,000 GP +5 bonus 25,000 GP AURA faint abjuration CL 5th WEIGHT 1 lb.
Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
CONSTRUCTION REQUIREMENTS COST varies +1 bonus 500 GP +2 bonus 2,000 GP +3 bonus 4,500 GP +4 bonus 8,000 GP +5 bonus 12,500 GP Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus


Cloak of the Salamander

Price (Item Level): 6,000 (10th) Body Slot: Shoulders Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: Immediate (command) Weight: 1 lb.
This red-hued cloak is made from the scales of a reptilian creature and feels warm to the touch. When donned, it erupts in flame, which dances continuously over its surface. A cloak of the salamander deals fire damage to those who strike you in melee with natural weapons or non-reach manufactured weapons. The flames that cover it do not harm you or creatures or objects that you touch. When you activate a cloak of the salaman- der, any creatures that strike you with such weapons take 1d6+7 points of fire damage. This effect lasts until the beginning of your next turn. This ability functions three times per day. Prerequisites: Craft Wondrous Item, fire shield. Cost to Create: 3,000 gp, 240 XP, 6 days.


Cloak of the Salamander, Greater

Price (Item Level): 36,000 gp (17th) Activation: —
Made from the scaly hide of some reptilian beast, this crimson cloak is continuously shrouded in an aura of flame and smoke. As a cloak of the salamander, except the effect is continuous and requires no activation.
Prerequisites: Craft Wondrous Item, fire shield. Cost to Create: 18,000 gp, 1,440 XP, 36 days.


Cloak of Stone

Price (Item Level): 8,000 gp (11th) Body Slot: Shoulders Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — and standard (command) Weight: 2 lb.
This mottled gray cloak looks like an incredibly thin sheet of stone.
While wearing a cloak of stone, you gain a +5 competence bonus on Hide and Move Silently checks. This is a continuous effect and requires no activation.
In addition, you can activate the cloak to merge with stone as though using the meld into stone spell. This ability functions once per day.
Prerequisites: Craft Wondrous Item, meld into stone. Cost to Create: 4,000 gp, 320 XP, 8 days.


CLOAK OF THE BAT

26,000 GP AURA moderate transmutation CL 7th WEIGHT 1 lb.
Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Hide and move silently checks. The wearer is also able to hang upside down from the ceiling like a bat. By holding the edges of the garment, the wearer is able to fly as per the spell). If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly (as beast shape III). All possessions worn or carried are part of the transformation. Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time. CONSTRUCTION REQUIREMENTS COST 13,000 GP Craft Wondrous Item, beast shape III, fly


CLOAK OF THE DIPLOMAT

20,000 GP AURA moderate enchantment CL 7th WEIGHT 1 lb.
This forest-green cloak grants a +5 competence bonus on Diplomacy and Sense Motive checks. In addition, once per day, before making a Diplomacy or Sense Motive check, the wearer can decide to call upon the powers of the cloak to roll twice and take the better result. Finally, the wearer of this cloak can adjust a creature’s attitude up to three steps when using Diplomacy, instead of the normal limit of two steps. However, the cloak’s power does have one drawback. Should the wearer ever fail a Diplomacy checks made to adjust a creature’s attitude by 5 or more, the creature’s attitude is reduced by two steps instead of one. CONSTRUCTION REQUIREMENTS COST 10,000 GP Craft Wondrous Item, charm person, creator must have 5 ranks in Diplomacy and Sense Motive


CLOAK OF THE DUSKWALKER

10,000 GP AURA faint illusion CL 3rd WEIGHT 1 lb.
This dark, velvety cloak billows with a dramatic flourish in its wearer’s wake. The cloak grants its wearer low-light vision. Once per day, on command, the wearer can surround herself with darkness, as the darkness spell. While this darkness is active, the cloak also grants the wearer darkvision 60 feet as well as low-light vision.
CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, darkness, darkvision


CLOAK OF THE HEDGE WIZARD

2,500 GP AURA faint, school based on cloak type CL 1st WEIGHT 1 lb.
  This cloak comes in eight varieties—one for each school of magic. The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to use prestidigitation on command and at will. Abjuration: at will—resistance; 1/day—endure elements, shield Conjuration: at will—acid splash; 1/day—mage armor, unseen servant Divination: at will—detect magic; 1/day—detect secret doors, true strike Enchantment: at will—daze; 1/day—charm person, sleep Evocation: at will—light; 1/day—floating disk, magic missile Illusion: at will—ghost sound; 1/day—color spray, silent image Necromancy: at will—touch of fatigue; 1/day—cause fear, ray of enfeeblement Transmutation: at will—mage hand; 1/day—enlarge person, expeditious retreat
CONSTRUCTION REQUIREMENTS COST 1,125 GP Craft Wondrous Item, prestidigitation and any spell the cloak allows the caster to use; the creator must have Spell Focus in the cloak’s school of magic


CLOAK OF THE MANTA RAY

7,200 GP AURA moderate transmutation CL 9th WEIGHT 1 lb.
This cloak appears to be made of leather until the wearer enters salt water. At that time, the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the beast shape II spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray. The cloak also allows the wearer to attack with a sting ray’s tail spine, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.
CONSTRUCTION REQUIREMENTS COST 3,600 GP Craft Wondrous Item, beast shape II, water breathing


CLOAK OF THE SCUTTLING RAT

6,000 GP AURA faint transmutation CL 5th WEIGHT 1 lb.
This unassuming cloak initially appears to be made of plain leather. When the wearer speaks the command word, however, the cloak of the scuttling rat wraps itself around her, transforming her into a dire rat as if using beast shape I. The wearer can remain in dire rat form for up to 5 minutes per day. This duration need not be consecutive, but it must be used in 1-minute increments.
CONSTRUCTION REQUIREMENTS COST 3,000 GP Craft Wondrous Item, beast shape I


COCOON CLOAK

10,000 GP AURA moderate transmutation CL 7th WEIGHT 1 lb.
This ruffled silk cloak is incredibly durable despite its soft, delicate construction. Anytime the wearer falls asleep (whether the sleep is natural or brought on by a magical effect), the cloak immediately transforms into sticky strands that envelop the wearer’s body, hardening into a solid silk cocoon. While wrapped in the cocoon the wearer gains a +4 enhancement bonus to natural armor and is protected from critical hits and sneak attacks as if subject to the light fortification armor ability (25% chance for normal damage on a critical hit). The cocoon opens and transforms back into a cloak once the wearer awakens.
CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, vermin shape I (Ultimate Magic)


CLOAK OF THORNS

Price (Item Level): 26,000 gp (16th) Body Slot: Shoulders Caster Level: 7th Aura: Moderate; (DC 18) transmutation Activation: — Weight: 1 lb.
This brown cloak seems to be composed entirely of long thorns A cloak of thorns grants you a +2 enhancement bonus to your existing natural armor bonus. (A creature without natural armor has an effective natural armor bonus of +0.) In addition, any creature striking you in melee with a natural weapon or nonreach manufactured weapon takes 1d4+3 points of piercing damage. Prerequisites: Craft Wondrous Item, barkskin, command plants.
Cost to Create: 13,000 gp, 1,040 XP, 26 days.


CLoak of Weaponry

Price (Item Level): 2,300 gp (6th) Body Slot: Shoulders Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Swift (command) Weight: 1 lb.
This simple white linen cloak is lined with a dark pelt that seems to shimmer and blur under close scrutiny. A cloak of weaponry has an extradimen- sional space within it that can hold a single weapon with a weight of up to 25 pounds and a size no larger than Medium. When you activate the cloak, you can draw forth the weapon (or stow a weapon, if the cloak is empty). Creatures and nonweapon objects can’t be stored within the cloak.
Prerequisites: Craft Wondrous Item, Leomund’s secret chest. Cost to Create: 1,150 gp, 92 XP, 3 days.


COMFORT’S CLOAK

15,600 GP AURA faint abjuration and necromancy CL 5th WEIGHT 1 lb
. A favored cloak of rangers, this cloak is a patchwork of hides and fur. Comfort’s cloak grants a constant endure elements effect to the wearer, and grants a +4 competence bonus to saves against disease, energy drain, effects that cause fatigue or exhaustion, and poisons. Furthermore, while the wearer is resting he regains twice his Hit Dice in hit points for 8 hours of rest instead of the typical 1 hit point per Hit Die. When taking a full 24 hours of rest, the character regains 5 times his Hit Dice in hit points instead of twice his Hit Dice in hit points.
CONSTRUCTION REQUIREMENTS COST 7,800 GP Craft Wondrous Item, endure elements


COWARDLY CROUCHING CLOAK

1,800 GP AURA faint abjuration CL 1st WEIGHT 4 lbs.
This nondescript gray cloak has a hood that can fit over the wearer’s entire face. The wearer can, as a move action, cover his face and drop to a huddling crouch. Any creature seeking to directly attack him while he does this must make a DC 11 = CHA Will save to do so (as the sanctuary spell). The wearer cannot see or take any actions while crouching. This makes him effectively blind, with all the normal penalties, but not helpless. The wearer can end his crouch simply by standing up or moving. CONSTRUCTION REQUIREMENTS COST 900 GP Craft Wondrous Item, sanctuary

DEMONSPIKE PAULDRONS

14,350 GP AURA moderate necromancy CL 7th WEIGHT 8 lbs.
These black iron pauldrons are studded with jagged spikes of various lengths. Demonspike pauldrons act as +2 armor spikes and also deal 1d2 bleed damage on a successful grapple attack or melee attack made with the pauldrons. If these pauldrons are worn with normal armor spikes, increase the damage done by the armor spikes to 1d6 (Small) or 1d8 (Medium), and use the greater of the two enhancement   bonuses to attack and damage—either from the armor spikes (if any) or the demonspike pauldrons. CONSTRUCTION REQUIREMENTS COST 7,175 GP Craft Wondrous Item, Craft Magic Arms and Armor, bleed


Dragon Scale Cloak (relic TIAMAT)

Price (Item Level): 5,000 gp (9th) Body Slot: Shoulders Caster Level: 20th Aura: Strong; (DC 25) transmutation Activation: Swift (command) Weight: 2 lb.
This long, flowing cloak is sewn from an assort- ment of chromatic dragon scales. While wearing this cloak, you have resis- tance 5 to an energy type of your choice (acid, cold, electricity, or fire) provided that you are chaotic evil, neutral evil, or chaotic neutral. You can select or change the resistance by speaking the command word. Relic Power: If you have established the proper divine connection, you can also transform a dragonscale cloak into functional dragon wings upon command. The wings (which last for 2 hours per day, divided up as you wish) allow you to fly with a speed of 60 feet and aver- age maneuverability. Additionally, the value of the cloak’s resistance to energy increases to 20. To use the relic power, you must wor- ship Tiamat and at least 11 HD.
Prerequisites: Craft Wondrous Item, Sanctify Relic, polymorph, resist energy. Cost to Create: 2,500 gp, 200 XP, 5 days.


EAGLE CAPE

7,000 GP AURA moderate transmutation CL 7th WEIGHT 1 lb.
Large eagle feathers decorate the back and arms of this magnificent cape. Should the cape’s wearer fall more than 5 feet, the cape spreads out behind the wearer and she gently drifts to the ground (as feather fall). Once per day, if the wearer grasps the edges of the cape and spreads her arms, she transforms into an eagle (as beast shape I, except that it allows only eagle form and the wearer gains the eagle’s full fly speed of 80 feet). This effect lasts for 10 minutes but can be ended prematurely as a standard action. In addition, while in eagle form, the wearer gains a +5 competence bonus on Perception checks.
CONSTRUCTION REQUIREMENTS COST 3,500 GP Craft Wondrous Item, beast shape I, feather fall, perceive cues


HIGHWAYMAN’S CAPE

32,500 GP AURA faint transmutation CL 5th WEIGHT 1 lb.
This reversible multicolored cape marks the wearer’s flamboyant audacity when turned with its bright colors outward, granting a +5 competence bonus on Bluff checks. Reversible as a move action, the dappled camouflage of its other side grants a +5 competence bonus on hide and move silently checks. Regardless of the cape’s current facing, the wearer can spend an immediate action at will to roll an Escape Artist check against being grappled, bound, or restrained as if the cape targeted her with liberating command (Ultimate Combat).
CONSTRUCTION REQUIREMENTS COST 16,250 GP Craft Wondrous Item, liberating command


HUNTER’S CLOAK

7,500 GP AURA faint transmutation CL 5th WEIGHT 1 lb.
Usually made from the skins of giant serpents, these cloaks are designed to help rangers, hunters, and trackers blend in with and travel quickly through the areas they are most familiar with. If the wearer has the favored terrain class ability and is traveling through one of his favored terrains, he can transform himself into an animal native to that environment. This works identically to the beast shape I spell, save that it is limited to creatures native to the environment (as defined in the appropriate Bestiary entry or per the GMs discretion). This effect lasts for 10 minutes per day. The duration need not be continuous, but it must be used in 1-minute increments.
CONSTRUCTION REQUIREMENTS COST 3,750 GP Craft Wondrous Item, beast shape I


JELLYFISH CAPE

19,200 GP AURA moderate transmutation CL 7th WEIGHT 1 lb.
This billowing white cape renders the wearer almost invisible the moment she is submerged in salt water, granting her concealment (20% miss chance) so long as she remains entirely submerged. The wearer can breathe underwater and gains a swim speed of 20 ft. While the wearer is submerged, the cape surrounds her with tiny stinging tentacles. Any creature that ends its turn adjacent to the wearer takes 1 point of electricity damage and must succeed at a DC 16 Fortitude saving throw or be sickened for 1 round. The sickened effect is a poison effect.
CONSTRUCTION REQUIREMENTS COST 9,600 GP Craft Wondrous Item, beast shape II, water breathing


LION CLOAK

12,000 GP AURA moderate transmutation CL 10th WEIGHT 1 lb.
Made from a single male lion’s coat with the mane surrounding its hood, the lion cloak is an impressive sight. A creature wearing the cloak gains a +2 resistance bonus on saving throws made against mind-affecting and fear effects and a +2 circumstance bonus on Intimidate checks. Once per day, the wearer can pull the hood over her head, assuming   the form of a lion (as the beast shape II spell, except that it allows only lion form) for up to 10 minutes. If the wearer has the smite evil or smite good class feature, she can use this power more than once per day by expending uses of her smite; at most she can take the lion form as many times as she has smites plus one additional time. While in this lion form the wearer cannot use its normal smite ability. CONSTRUCTION REQUIREMENTS COST 6,000 GP Craft Wondrous Item, beast shape II


Mantle of Second Chances

Price (Item Level): 12,000 gp (13th) Body Slot: Shoulders Caster Level: 10th Aura: Moderate; (DC 20) divination Activation: Immediate (mental) Weight: —
This mantle is made of brilliant blue cloth that is smooth to the touch, like silk. Symbols representing various elements of good fortune are embroidered along its hem in white and silver. Once per day you can tap into the power of good fortune. When you do so, you can reroll one roll that you have just made before the DM declares whether it resulted in success or failure. You must accept Mantle of second the result of the reroll, even if it’s worse than the original roll. Prerequisites: Craft Wondrous Item, Luck domain. Cost to Create: 6,000 gp, 480 XP, 12 days.


MANTLE OF SPORES

13,400 GP AURA faint necromancy CL 5th WEIGHT 1 lb.
This mantle grants the wearer a +4 resistance bonus on saving throws against disease. Once per day, the wearer can flourish the cape as a swift action to surround himself with a cloud of deadly spores. Creatures adjacent to the wearer take 1d6 points of damage from the spores, plus 1d3 points of damage per round for 3 rounds as the spores grow into fuzzy green mold. After these rounds the mold becomes harmless, and can be washed away with a minute of scrubbing. The spores can be destroyed by making a DC 15 Heal check on an affected creature, or by effects that remove diseases. The spores are a disease effect.
CONSTRUCTION REQUIREMENTS COST 6,700 GP Craft Wondrous Item, contagion


MULEBACK CORDS

1,000 GP AURA faint transmutation CL 3rd WEIGHT 1/4 lb.
These thick leather cords wrap around the wearer’s biceps and shoulders. When worn, they make the wearer’s muscles appear larger than normal. The wearer treats his Strength score as eight higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.
CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, bull’s strength


PAULDRONS OF THE BULL

10,000 GP
AURA faint abjuration CL 5th WEIGHT 3 lbs. These steel pauldrons are engraved with images of charging bulls. When their wearer makes a bull rush combat maneuver, she can make the check twice and take the better result. Furthermore, they grant a +2 enhancement bonus to CMD against bull rushes.
CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, bull’s strength

PAULDRONS OF THE SERPENT

3,000 GP AURA faint abjuration CL 3rd WEIGHT 3 lbs.
Constructed of mithral, each of these pauldrons bears an embossed device of a viper coiled defensively. These pauldrons grant their wearer a +2 dodge bonus to AC against attacks of opportunity, and increase the wearer’s CMD by 2 against bull rush, grapple, reposition, and trip combat maneuvers.


Piercer Cloaks

Price (Item Level): 900 gp (4th) Body Slot: Shoulders Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Swift (mental) Weight: —
The back of this dark cloak depicts a silver spear pointed downward. The wearer of a piercer cloak can make devastating attacks when positioned above her enemy. When you activate a piercer cloak, any attack you make on your current turn from higher ground deals an extra 1d6 points of damage. If you charge your enemy from at least 10 feet above him, this extra damage increases to 2d6. This benefit lasts for 1 round. This ability functions three times per day.
Knowledge [local] DC 15). Prerequisites: Craft Wondrous Item, bull’s strength, jump. Cost to Create: 450 gp, 36 XP, 1 day.


PRESTIDIGITATOR’S CLOAK

17,200 GP AURA faint illusion and transmutation CL 5th WEIGHT 1 lb.
This short black cloak grants its wearer a +8 competence bonus on Sleight of Hand checks. Furthermore, as a full-round action, the cloak can be removed and placed on a single object that takes up a 5-foot square or less and weighs 100 lbs. or less, at which point the object disappears and is stored within an extradimensional space within the cloak. The object can remain in the cloak for no more than 1 hour, at which point it falls out of the cloak in a square adjacent to the cloak or its wearer. The wearer can also command the cloak to dispel the object into an adjacent square.
CONSTRUCTION REQUIREMENTS COST 8,600 GP Craft Wondrous Item, guidance, rope trick


QUICKCHANGE CLOAK

1,500 GP AURA faint transmutation CL 1st WEIGHT 1 lb.
One side of this reversible gray hooded cape is exquisitely embroidered and richly decorated, while the other appears shabby and worn. On command, by passing the edge of the cloak over her face, the wearer may remove a mundane disguise (one applied with the Disguise skill) and store it in the cloak. This does not change the cloak’s appearance in any way. Once a disguise is stored in the cloak, it can be reapplied to the wearer who placed it within the cloak on command, using the original result of the Disguise check. The cloak can store up to three disguises at once, and any wearer of the cloak can discard any number of disguises within the cloak as a free action.


Rear Guard's Cape

Price (Item Level): 2,000 gp (6th) Body Slot: Shoulders Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Swift (command) Weight: 3 lb.
Emblazoned upon the white cloth of this cloak is an azure shield with two crossed black swords in front of it. If you are a knight marshal, a rearguard’s cape provides you with a potent ability whenever you and your allies are out- numbered. If the number of visible, active enemies within 60 feet of you exceeds the number of your visible, active allies (including yourself) within 60 feet, you can activate this cape. While it is active, the bonus granted by your minor and major auras improves by 2.
This benefit lasts for 10 rounds or until you and your allies are no longer outnumbered. This ability functions once per day.
Prerequisites: Craft Wondrous Item, eagle’s splendor. Cost to Create: 1,000 gp, 160 XP, 2 days.


SCRY SHROUD

Price (Item Level): 4,000 gp (8th) Body Slot: Shoulders Caster Level: 7th Aura: Moderate; (DC 18) illusion Activation: — and immediate (mental) Weight: —
The black lining of this nondescript gray cloak seems to absorb both light and sound. While wearing a scry shroud, you gain a +5 competence bonus on saves against divination spells. This is a continuous effect and requires no activation.
Additionally, if you see or otherwise detect a magical sensor created by a scryng spell, you can activate the cloak to become invisible (as the invisibility spell) for 10 rounds.
Prerequisites: Craft Wondrous Item, nondetection, invisibility. Cost to Create: 2,000 gp, 160 XP, 4 days.


SEAFOAM SHAWL

6,000 GP AURA faint transmutation CL 5th WEIGHT 1 lb.
This shawl of delicate lace can be activated once per day to grant the benefits of the fins to feet spell), transforming the wearer’s lower fins or appendages into feet whenever he is on dry land—unless dismissed, this effect lasts for 5 hours.
CONSTRUCTION REQUIREMENTS COST 3,000 GP Craft Wondrous Item, fins to feet (Advanced Race Guide)


SHAWL OF LIFE-KEEPING

1,000 GP AURA faint conjuration CL 3rd WEIGHT 1 lb.
This magical shawl is woven from silken, diaphanous material. Once per day, the wearer can speak a command word to transfer some of her life energy into the shawl (up to 10 hit points). If she is wearing the shawl and is reduced to –1 hit points or below, the shawl immediately heals her an amount equal to the number of hit points stored in the shawl. This healing cannot prevent the wearer from being killed. The life energy stored in the shawl lasts for 24 hours or until it heals the wearer, whichever comes first. If the shawl is destroyed, the stored life energy is lost. While the shawl is storing a creature’s life energy, it retains a connection to that creature. If another creature holds the shawl in its hand, the creature whose life energy is stored in the shawl takes a –2 penalty on Fortitude and Reflex saving throws against all effects from the current bearer of the shawl. CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, cure light wounds, stabilize


SHIELD CLOAK

1,000 GP AURA faint abjuration CL 4th WEIGHT 1 lb.
The wearer of this rough, gray cloak can, as a move action, grasp the garment’s edge and cause it to harden. The wearer
can use the hardened edge as if it were a masterwork light wooden shield. Using the cloak in this fashion imposes no armor check penalty, but does impose a 5% arcane spell failure chance. The edge of the cloak can be dropped and made pliant again as a free action. Shield enhancement bonuses and special abilities can be added to the cloak as if it were a masterwork shield.
CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, Craft Magic Arms and Armor, shield


SLASHING CLOAK

20,000 GP AURA faint illusion and transmutation CL 5th WEIGHT 1 lb.
This thick burgundy cloak is trimmed with mithral plates and cut to fit handsomely over heavy armor. As a fullround action, the wearer can spin in his space, damaging each creature within 5 feet. This attack uses the wearer’s highest base attack bonus against each creature, and deals 2d6 damage on a hit. The wearer is considered proficient with this attack. Furthermore, the cloak can be magically enhanced like a melee weapon, adding the cost of the melee weapon property to the cloak’s cost.
CONSTRUCTION REQUIREMENTS COST 10,000 GP Craft Wondrous Item, blade barrier
   


STONE CLOAK, MAJOR

20,000 GP AURA moderate abjuration CL 8th WEIGHT 1 lb.
This cloak is identical to the minor stone cloak, save that it provides DR 10/adamantine when activated.
CONSTRUCTION REQUIREMENTS COST 10,000 GP Craft Wondrous Item, stoneskin


STONE CLOAK, MINOR

10,000 GP AURA faint abjuration CL 5th WEIGHT 1 lb.
This mottled gray cloak looks like granite or some other light gray stone. The wearer can pull a minor stone cloak tight around herself and freeze in place as a move action, which causes the cloak to harden like the stone it resembles. When she does this, the wearer can take no actions other than free actions and is denied her Dexterity bonus to AC but gains DR 5/adamantine. She also gains a +5 circumstance bonus to hide checks while protected in this manner. This effect can be dismissed as a free action.
CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, stone shape


STONEMIST CLOAK

3,500 GP AURA faint conjuration and illusion CL 3rd WEIGHT 1
In rocky or mountainous areas, when this stone-gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on hide and move silently checks. Once per day, the wearer can create an area of fog equivalent to obscuring mist
CONSTRUCTION REQUIREMENTS COST 1,750 GP Craft Wondrous Item, invisibility, obscuring mist


TENTACLE CLOAK

14,000 GP AURA moderate transmutation CL 7th WEIGHT 1 lb.

Subtle, indefinable shapes ripple and flow when this deep blue cloak moves, seemingly devouring any light falling upon it. Once per day at the wearer’s command, two large gray tentacles emerge from the cloak near the shoulders. Each tentacle can make a natural attack that deals 1d6 points of bludgeoning damage, assuming the wear is Medium (the damage of the tentacles scales by size of the wearer as a tentacle natural attack. The tentacles have 10-foot reach and the grab monster special ability (Bestiary 301). In addition, the wearer gains a +4 competence bonus on grapple maneuver checks with the tentacles. The tentacles last for 1 minute.
CONSTRUCTION REQUIREMENTS COST 7,000 GP Craft Wondrous Item, polymorph self


Transposer Cloak

Price (Item Level): 6,000 gp (10th) Body Slot: Shoulders Caster Level: 12th Aura: Strong; (DC 21) conjuration Activation: Swift (command) Weight: —
This cloak is divided diagonally into two colors. The upper portion is pure white, while the lower is black as night. A transposer cloak allows you to switch positions with another creature. When you activate this cloak, you and any one creature within 30 feet swap positions. Both you and the target must occupy the same size of space on the battlefi eld (for instance, a human could swap places with a dwarf or a goblin, but not with an ogre or a cat). If the other creature is unwilling to trade positions, it is allowed a DC 13 + CHA Will save to negate the effect. Each creature can bring along objects weighing up to its maximum load, but additional creatures can’t be brought along. This ability functions three times per day.
Prerequisites: Craft Wondrous Item, bale- ful transposition (SC 23). Cost to Create: 3,000 gp, 240 XP, 6 day


TREEFORM CLOAK

6,000 GP AURA moderate transmutation CL 7th WEIGHT 1 lb.
This long green cloak’s back features an embroidered image of an ancient oak. Once per day on command, the wearer can assume the shape of a tree, as the tree shape spell, but can only take the form of a living tree. Furthermore, each hour the wear spends in tree form while in direct sunlight, he heals 1d6 hit points.
CONSTRUCTION REQUIREMENTS COST 3,000 GP Craft Wondrous Item, goodberry, tree shape


War Wizard Cloak

Price (Item Level): 16,000 gp (14th) Body Slot: Shoulders Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation: — and standard (command) Weight: 1 lb.
This long black cloak has a high collar and is cut to overlap a wearer’s chest and arms. An open white palm in a circle adorns the right breast, and a rampant purple dragon rages on the left.
A war wizard cloak protects you from the elements (as endure elements) and also activates a feather fall effect on you automatically if you fall more than 5 feet. This is a continuous effect and requires no activation.
In addition, this cloak has four other abilities, each of which can be activated once per day: dimension door, mage armor, protection from arrows, and sending Prerequisites: Craft Wondrous Item, dimension door, endure elements, feather fall, mage armor, protection from arrows, sending.
Cost to Create: 8,000 gp, 640 XP, 16 days.


WATER CLOAK

Price (Item Level): 12,000 gp (13th) Body Slot: Shoulders Caster Level: 10th Aura: Moderate; (DC 20) conjuration Activation: — and immediate (command) Weight: 1 lb.
This sailcloth cloak’s elaborate embroidery evokes the waves of the sea. Within the pat- tern of the waves, a repeating swirl of thread matches the symbol writhing within the large, dark crystal shard that forms the clasp at the neck of the cloak. The cloak appears damp, and the lower edge looks as though it has been soaked in water.
Despite its damp appearance, a water cloak always feels completely dry to its wearer, even in pouring rain. This cloak grants you a +5 bonus on Reflex saves against any effect that deals fire damage and allows you to avoid fire damage as if you had evasion. Whenever you make a successful Reflex saving throw against any fire effect that deals half damage on a successful save, you instead take no damage. This is a continuous effect and requires no activation. In addition, a water cloak offers two other activated abilities.
Extinguish: The cloak extinguishes all nonmagical fires within 30 feet. This ability has no effect on fire creatures. It functions five times per day.
Counterfire: The cloak can counter any spell with the fire descriptor (as if you were casting dispel magic). This ability functions once per day. Attempting to counter a spell that doesn’t have the fire descriptor wastes the effect.
Prerequisites: Bind Elemental (ECS 51) or Craft Wondrous Item, planar binding. Cost to Create: 6,000 gp, 480 XP, 12 days.


White Cloak of the Spider

Price (Item Level): 4,200 gp (9th) Body Slot: Shoulders Caster Level: 6th Aura: Moderate; (DC 18) enchantment Activation: — and standard (command)
Weight: 1 lbThis white cloak looks like it was woven by a gigantic arachnid. A large gray spider is embroidered upon the back amid radiating patterns of webbing. You gain a +2 bonus on saves against poison. This is a continuous effect and requires no activation.
In addition, this cloak has two other abilities, each of which can be activated once per day: spider climb and hold person.
Prerequisites: Craft Wondrous Item, hold person, resistance, spider climb. Cost to Create: 2,100 gp, 168 XP, 5 day


WINGS OF FLYING

54,000 GP AURA moderate transmutation CL 10th WEIGHT 2 lbs.
A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (average maneuverability), also granting a +5 competence bonus on Fly skill checks.
CONSTRUCTION REQUIREMENTS COST 27,000 GP Craft Wondrous Item, fly


WINGS OF THE GARGOYLE

72,000 GP AURA moderate transmutation CL 7th WEIGHT 3 lbs. These cloth shoulder straps have many pebbles stitched into them. The wearer of the straps can command them to unfurl a pair of wings made from a hard gray stone. These wings grant her a fly speed of 60 feet and average maneuverability. When these wings are present her skin also takes on a noticeable stone-like appearance and she gains DR 10/ adamantine. The wearer can furl and unfurl these wings as a swift action. The wings can be used for up to 5 minutes each day. The duration need not be continuous, but it must be used in 1-minute increments.
CONSTRUCTION REQUIREMENTS COST 36,000 GP Craft Wondrous Item, fly, stoneskin


WYVERN CLOAK

78,600 GP AURA moderate transmutation CL 7th WEIGHT 1 lb.
This heavy cloak is made of blue scaled leather and has a pointed hem that hangs near the ground. The cloak provides the wearer a +4 resistance bonus on Will saves, a continuous feather fall effect (as the spell), and the ability to use fly once per day. At will as a swift action, the wearer can form the hem into a stinger, granting her a sting natural weapon. This sting deals 1d6 points of damage plus poison (as the spell; DC 16). Reverting the stinger to its normal, inconspicuous shape is a free action.
CONSTRUCTION REQUIREMENTS COST 39,300 GP Craft Wondrous Item, feather fall, fly, poison, resistance, creator must be at least caster level 12

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