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Cloak of the False FoeEquipment 12


UncommonInvestedPrimalTransmutation
Source Pathfinder Dark Archive
Price 1,850 gp
Weight light

Images of strange animals and distorted figures are woven into this coarse, fur-lined cloak.

Activate Interact (polymorph, primal, transmutation)

Frequency once per day


Effect The cloak rises to envelop your head and body, reshaping your appearance into that of a locally feared cryptid. If there is no such figure in local lore, the cloak of the false foe instead alters your appearance into a form imagined by the crafter of the cloak. One choice that occurs with disturbing frequency is a gaunt figure with triple-jointed fingers; an eyeless, hairless head with a lamprey mouth in the center of its face; and stubby tentacles waving down its neck. The transformation also grants the effects of either a 3rd-level Humanoid Form spell that lasts for 1 hour if you turn into a Medium cryptid, or a 5th-level humanoid form spell that lasts for 10 minutes if you turn into a Large cryptid.

While you're in cryptid form, any wounds left by your spells and Strikes appear to be the result of the cryptid's unarmed attacks and special abilities to a casual inspection. This doesn't alter the actual damage type inflicted or the effects of such attack. Someone closely studying the wounds can, with a successful DC 30 medicine check, realize that magic has altered the appearance of the injuries.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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).

Primal

This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.

Transmutation

Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.