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Specialty Cloaks and Robes

Item Cost Weight
Cloak, Fireshield 150 gp 3 lb.
Cloak, Floating 30 gp 6 lb
Cloak, Gliding 100 gp 5 lb.
Cloak, Grounding 300 gp 8 lb.
Cloak, Hooked 10 gp 4 lb
Cloak, Winter Wolf 300 gp 5 lb.
Robe, Alchemist's 10 gp 4 lb.
Robe, Arcane 55 gp 4 lb.
Robe, Combat 115 gp 4 lb.
Robe, Deep Pockets 7 gp 4 lb.
Robe, Misers 8 gp 4 lb.
Robe, Shadowsilk 35 gp 4 lb.
Robe, Winterbane 20 gp 9 lb.

Cloak, Fireshield: A fireshield cloak, though it is a potentially lifesaving device, is also a cumbersome and troublesome item to wear. Regardless, many adventurers, particularly those without the financial and magical resources to acquire a sorcerous means of resisting the searing heat of fires, both magical and mundane, swear by these cloaks, and maintain that the time and trouble required to keep them operating correctly is a very small price to pay for the protection they provide.

When purchased, a fireshield cloak is almost as light as a normal cloak, but it is also useless as a protective measure against .re damage. In order for it to serve its purpose, a fireshield cloak must be immersed in water. The cloak itself is made of two layers of fine wool, between which is a thick layer of alchemically infused plant fibre, which is able to absorb and hold an amazing amount of water without substantially altering the bulk of the cloak, though naturally the weight increases. When filled with water (a process that takes about one full minute of immersion), the fireshield cloak weighs a full 23 pounds, 20 of which are water. As soon as it is removed from the water, the fireshield cloak begins to dry out, losing about one pound of weight every hour.

When full, the fireshield cloak offers the wearer a significant amount of protection against fire damage, reducing any incoming fire damage by one point per die of damage (with a minimum of one point of damage per die). Therefore, a fireball spell that would normally deal 5d6 points of .re damage instead deals 5d6–5 points of damage to the wearer of a fireshield cloak. This protection remains active until the cloak has lost about half the water it carries (roughly ten hours from the point it was filled), after which time the cloak is no longer able to protect against the intense heat of magical fire. The cloak will continue to protect the user against normal and alchemical fire for roughly another five hours, after which time the fireshield cloak is too dry to offer the wearer any protection whatsoever. Protecting the wearer against firebased attacks also causes the cloak to dry out prematurely. For every die of damage reduced by the fireshield cloak, one ‘pound’ of water is evaporated from it. In the above example of a 5d6 fireball, the cloak would lose five pounds of water protecting its wearer against the attack. If the wearer of a fireshield cloak sustains a single fire attack which does more dice of damage than the cloak has water remaining, the cloak is destroyed.

Cloak, Floating: Usually, a cloak is the first article of clothing shed when the wearer finds himself suddenly and unexpectedly plunged into the water, as its sodden weight threatens to pull even an experienced swimmer toward a watery death. The floating cloak, however, is a boon in such a situation, not a burden. The cloak has several large pockets inside it, lined with oilskin and fitted with a drawstring closure. In normal use, these pockets make for handy storage. Upon immersion in water, however, they serve a much more important purpose, trapping and holding air to keep the cloak’s wearer afloat. It is then a simple matter to close the drawstrings on the cloak’s pockets, holding the air inside the pockets. A character wearing a floating cloak receives a +5 circumstance bonus to his Swim skill check in order to stay afloat or to swim on the surface, though he cannot swim downward while wearing the cloak.

Even with the drawstrings closed, however, the pockets are not airtight, and will slowly begin leaking air. For the first ten minutes spent in the water, the floating cloak provides a +5 circumstance bonus to all Swim checks. Between ten and 20 minutes, the bonus decreases to +3, then to +1 between 20 and 30 minutes. After half an hour, the cloak has leaked too much air to be of any benefit to a swimmer whatsoever.

Cloak, Gliding: This rather optimistically-named article of clothing does not allow its wearer to glide so much as it allows him to fall more slowly. At first glance, it appears to be a rather ordinary, though large, cloak. However, the gliding cloak contains several modifications that differentiate it from the normal cloak. The hems of the cloak are reinforced with thick straps of tough leather sewn into the hem itself. Four leather loops are attached to these straps, two at the bottom corners of the cloak and two at the height of the wearer’s outstretched arms. Sewn into the lining of the cloak are four wide pockets, often used to store possessions but intended to catch air while the cloak is being used to glide, slowing the wearer’s descent. When the wearer of the gliding cloak wishes to use the garment for its intended purpose, he slips his feet into the bottom two leather loops and seizes the top two with his hands. Holding himself in a spread-eagle position, he then leaps off into the air and begins to fall. The cloak slows his fall, however, allowing him to take only half damage from the first 40 feet of the fall. After the 40-foot point, he has picked up too much speed for the gliding cloak to offer any benefit. The cloak’s wearer will fall in a nearly straight line, moving only ten feet horizontally for every 40 feet he falls. The maximum weight the cloak is able to affect is 150 pounds. Any more mass than that simply overwhelms the gliding cloak’s feeble abilities.

To gain any benefit from the gliding cloak, the character must spend a move action readying the cloak for the plunge. Therefore, a character who suddenly and unexpectedly falls (for example, if the character inadvertently triggers a pit trap) will gain no benefit from wearing the gliding cloak.

Cloak, Grounding: This simple but extremely effective invention has actually caused a number of area wizards and sorcerers to reduce, if not curtail entirely, the use of attack spells based on electrical damage.

The grounding cloak looks, for the most part, like a normal cloak, save that it has a long tail descending from the middle of the bottom hem that drags along the ground behind the wearer.  Despite appearances, however, the grounding cloak requires an entirely different construction than does a normal cloak. Interspersed among the threads of fine wool are literally hundreds of fine copper .laments, woven into the fabric of the cloak and gathered together along the bottom hem, running in a stiff trunk down the cloak’s ‘tail’.

The copper fibers of the cloak serve to partially ground out any incoming electrical damage, providing the grounding cloak’s wearer with some degree of protection against lightning bolt and similar spells. One hit point from each die of electrical damage (with a minimum of one point of damage per die) is directed through the cloak’s tail and into the ground. Therefore, a lightning bolt spell that would normally deal 5d6 points of electrical damage instead deals 5d6–5 points of damage to the wearer of a grounding cloak. For each die of damage reduced in this manner, there is a 5% chance that the cloak’s delicate mesh of copper fiber will become fused and useless, effectively ending the cloak’s ability to reduce incoming electrical damage.

Cloak, Winter Wolf: This handsome cloak is made from the pelt of a winter wolf. It is pure white and expertly crafted for appearance, comfort and long wear. Though unbearably hot in warmer climes, the traveler venturing into the bitter cold of northern lands will come to appreciate this cloak. It is useful not only for keeping the wearer dry, but also for keeping him warm even in a bitter freeze. A properly made winter wolf cloak imparts the wearer with cold resistance 3.

Coat, Hooked: A favorite of barroom brawlers and back alley warriors, the hooked coat is a simple, if dishonorable, ace in the hole. The coat can be made in practically any fashion or appearance, but is generally only made in styles that have some kind of lapel or flap. To make a hooked coat without such qualities makes it a much less effective item, as there is then no way to hide what it is.

A hooked coat has dozens of tiny fishing hooks sewn into the back of the lapels (or other flaps), hiding them completely from view. They are usually placed far enough apart to minimize any risk of the hooks bumping into one another and giving away their presence with the sound they make. The hooks hang there, serving no purpose at all, until someone makes a grapple attack against the wearer of the hooked coat.

The hooks deal one hit point of damage against the attacker, who is allowed to make a Reflex saving throw (DC 10) in order to pull back from his grapple attempt. If he fails his save (or declines to make it, preferring to secure the grapple), he takes 1d2 points of damage and is snared by the coat’s hooks. The hooks cause no further damage until the hooked attacker tries to free himself of them, when he takes an additional 1d2 points of damage. If the attacker makes his Reflex saving throw and pulls back from his grapple attempt, he can try to grapple again the next round, though he must take a –2 penalty on his attack roll to make sure he avoids the hooks.

Robe, Alchemist’s: The various concoctions and formulae an alchemist can create are of great use during adventures, especially to a mage. Since many of these wondrous mixtures duplicate, at least in part, spells, it behooves an arcane spellcaster to carry at least a few as a back-up. An alchemist’s robe features specially designed pockets and reinforced layers of padding to hold and protect alchemical items, while keeping them accessible. Up to 10 items weighing less than one pound each can be kept in the pockets of this robe and up to 4 larger items can be stored within its special harnesses. One of these items can be retrieved as a free action each round on the wearer’s turn.

Robe, Arcane: Sometimes it is important that a spellcaster look impressively magical. This thick robe does the trick, having sweeping sleeves, elaborate embroidery and enough extra cloth in it to weigh down a frail scholar. While wearing it you have a +2 circumstance bonus to any Bluff, Diplomacy or Intimidate checks made to convince another person of your magical power.

Robe, Combat: Spells and skill at arms can be a devastating combination, though the harsh weight and encumbrance of armor can severely limit a spellcaster’s effectiveness. Mages trained in the combat arts may still desire useful attire that caters to both needs, which is where the combat robe comes in. Designed with several useful pockets and cut to allow ease of motion, combat robes do not offer any inherent protection of their own, but they incorporate enough sections of padding to anchor defensive magic. Combat robes are always of masterwork quality and accept both enhancement bonuses and armor special properties. Combat robes also have six easily accessible pockets, similar in style to deep pockets robes.

Robe, Deep Pockets: A favorite of arcane spellcasters who carry a wide range of material components, these robes offer a variety of places to tuck tiny items. These robes have small storage pockets sewn throughout their sleeves, inner surfaces and other areas, each designed to be easily accessible, even under the most stressful circumstances. The wearer of these robes may designate up to 24 Tiny or smaller items to hide within this clothing. The wearer may recover any of these items as a free action that does not provoke an attack of opportunity.

Robe, Misers: This mundane-looking piece of clothing is a favorite amongst merchants, adventuring wizards and others who must normally carry gems, gold, jewels and other small, expensive trinkets into dangerous areas. A miser’s robe has small pockets set into its hems, each of which may be sewn shut with a small cache of coins tucked inside. This robe has four such pockets, each of which can hold one Tiny or smaller item or 25 coins. Finding these pockets requires a Search check (DC 20) to notice the coins or jewels tucked between the robe’s cloth. Opening a sewn-shut pocket is a full-round action that draws an attack of opportunity. Once a pocket is open, it must be sewn shut with a needle, thread and a successful Craft (tailor) or Dexterity check (DC 10) in order to hide the items effectively.

Robe, Shadowsilk: Stealth and spells can be a lethal combination. A sudden blast of flames in a dark room can catch a target unaware, bypassing defenses it would otherwise have active when expecting a flght. Since rattling scroll cases and pouches full of glass vials are not especially quiet, shadowsilk robes are constructed to silence these little give-aways and allow stealthy spellcasters to get the most from their skills. A shadowsilk robe is usually dyed black or dark grey and includes padded shoes and sound-absorbing panels, providing a +2 circumstance bonus to Hide and Move Silently checks.

Robe, Winterbane: Quilted and thickly padded, a winterbane robe is designed to keep in as much of the wearer’s body heat as possible. Winterbane robes can be laced closed from neck to ankles and come with a drawstring hood that can enclose almost all of the wearer’s face to provide maximum warmth. Wearing a winterbane robe reduces the amount of cold damage suffered each round due to exposure by 2 points. This stacks with any other kind of resistance against cold, as long as it does not come from clothing or armor. Wearing a winterbane robe in warm climates is a very quick way to suffer heat exhaustion and Games Masters are encouraged to apply appropriate penalties.

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