🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Cloak of Elvenkind (Greater)Equipment 12


IllusionInvestedMagical
Source Pathfinder Core Rulebook
Price 1,750 gp
Weight light

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.

Effect: Cloak of Elvenkind (Greater)


Activate Two Actions Interact

Frequency once per day


Effect You draw the hood up and gain the effects of a 4th-level 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.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Illusion

Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli.

Invested

A character can wear 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. A magical item radiates a magic aura infused with its dominant school 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.