Bakra-do stood a moment looking even more puzzled than he had just a few missed sword thrusts before as the bandit he was fighting seemed to now be struggling with his own cloak, now gasping for air. The mercenary sheathed his sowrds and threw his hands in the air.
‘Even I can’t stand this!’ he said as he tried to help the dying thief.
Except that he still was having a difficult time locating the bandit’s exact location. The bandit crumpled to the ground just as Bakrado finally located him and helped him unclasp and remove the cloak.
‘Normally in this abnormal situation I would take your magic item from you. In this particular situation, you may keep it,’ the mercenary said as he gathered his things and left the bandit on the ground still struggling to breathe.
This magic item appears as a strange, vibrant blue-black cloak of exquisite design and great skill went into fashioning it. Where those two spots on it where tentacles were?
Benefit: Twice per day the wearer of this cloak can activate it, causing light to warp and make the wearer appear to be near where they are actually standing for three combat rounds, which makes all attempts to hit at -2 (including magical “+x to Hit” weapons strike as ordinary weapons with a -2 penalty). Each time this power is used there referee should roll 1d20, if the result is a ‘1’ then the cloak appears to have two tentacles that try to choke the wearer with no penalty to hit. The cloak must be unclasped and discarded within three rounds with a Strength attribute check that bears a -1 modifier or else the wearer starts taking 1d4+2 points of damage per round due to lack of oxygen. Still, it looks pretty sharp when worn.
Usable by: Anyone.