Help with a cloak of teleportation

trumbeller

First Post
Our party is currently going through the WotC campaign, and we are just about done with the Thunderspire Mountain part of the story. During this part of the campaign, we ran into a pair of tieflings, one of whom "ended up" dead. As a result of a really nice looting roll, the DM gave a party member (me) a cloak of teleportation. The cloak's ability is based off of the Tiefling's ability, Cloak of Lurking, found on pg 250 of the Monster Manual:

Cloak of Lurking (move; recharge on 6) ✦ Teleportation
The tiefling darkblade teleports 5 squares and becomes invisible
until the end of its next turn.


The main difference is that the cloak does not turn the user invisible or recharge, but otherwise it is a very strange piece of equipment which I have come here to attempt to revise. I need to ask a few questions to help me fix up this item, as I had to leave early from the event and the DM is unsure on how to rule on it (hence me posting here). Here are my questions:

1. My character is lvl 6, as is the monster that uses this ability. What level should this item be?
2. Being a neck-slot item (a cloak), does this item give a bonus to NAD's?
3. If the item does give a bonus, what is it's + value (this is obviously related to the item level question).

My main concern is that this sort of ability is really a feet-slot item, which normally does not give a bonus to defenses. In addition, all of the boots that do allow teleportation are very high level (the closest to what this cloak does would be Earthstriders from pg 128 of the Adventures Vault which is a level 14 item). So, any suggestions? Any help at this point would be greatly appreciated! Also, I'm very new here... so... hello everyone!
 

log in or register to remove this ad

Check out cape of the mountebank on page 149 of the Adventurer's Vault. This is a level 5+ neck slot item that gives a teleportation ability. If you wanted, I think it would be reasonable to change its power from an immediate reaction to a move action (removing the trigger), and take out the part about gaining combat advantage. Thus, it would be a level 5 neck-slot magic item, costing 1,000 gp, granting a +1 bonus to Fortitude, Reflex, and Will defenses, and having the power you described above (teleport 5 squares).

~ fissionessence
 

This, to me, screams to be statted as a Cape of the Mountebank +1. You can find it in the Adventurer's Vault. When you get hit by an attack, you can teleport 5 squares as an immediate reaction and get combat advantage against the enemy who hit you. Level 5 item. It's almost exactly what the Tiefling Heretic out of the MM does.
 

I knew about the cape, but I felt that there was something about the ability being out of the player's control (a reaction to being struck) that made it much weaker than a willful teleporting power. But seeing that you think it isn't, then I feel this is a great way to resolve this issue.

Thank you both so much for you help. I will try to lurk less and post more after this!
 

I think removing the combat advantage part evens out with being able to teleport when you want.

Also, how did your DM randomly roll treasure that doesn't exist? Does he roll to 'create' magic items based on powers of the monsters you encounter? That sounds interesting if so.

~
 

I knew about the cape, but I felt that there was something about the ability being out of the player's control (a reaction to being struck) that made it much weaker than a willful teleporting power. But seeing that you think it isn't, then I feel this is a great way to resolve this issue.

Thank you both so much for you help. I will try to lurk less and post more after this!

The biggest "risk" is not keeping it a neck item, I think. 5+ squares of teleportation will stay useful regardless of level, and so you might want to have an "obsoleteness" feature like an enhancement bonus that will make the characters exchange it with a different item
 

Also, how did your DM randomly roll treasure that doesn't exist? Does he roll to 'create' magic items based on powers of the monsters you encounter? That sounds interesting if so.

Well, without spoiling too much of the adventure, all but one party member were caught in an inescapable trap, and our DM wanted to give us a way out of it (especially after our eladrin rolled a 1 on her fey step to escape). We killed the tiefling in the room, and then the DM gave us the cloak essentially so that an extra character could get back to the room & turn off the trap. This is everyone's first 4th edition campaign, so something random like this just happened to cause a small issue.
 

The biggest "risk" is not keeping it a neck item, I think. 5+ squares of teleportation will stay useful regardless of level, and so you might want to have an "obsoleteness" feature like an enhancement bonus that will make the characters exchange it with a different item

Are you warning against changing it away from a neck item? It looks like he's basically making it a +1 cloak of the mountebank, so it has the planned obsolescence of enhancement bonuses built in like you suggested.

Well, without spoiling too much of the adventure, all but one party member were caught in an inescapable trap, and our DM wanted to give us a way out of it (especially after our eladrin rolled a 1 on her fey step to escape). We killed the tiefling in the room, and then the DM gave us the cloak essentially so that an extra character could get back to the room & turn off the trap. This is everyone's first 4th edition campaign, so something random like this just happened to cause a small issue.

Ah, I see. Very interesting/cool.

~
 

Remove ads

Top