On a successful hit with metal melee weapon, the wearer deals an additional 2 damage as Shock.
Note: If performing a flurry of blows attack, a monk may only use these gloves while wielding a hand-held metallic weapon–including “punch-daggers”, such as a Viper Strike Fangs. Monks may not use these gloves in combination with bracer-weapons or with bare-handed attacks.
Consuming a dose from this durable flask will render the character immune to naturally occurring Cold and Fire. It has no effect on magically created Cold or Fire. The effects of this magic will last for one room.
Each time this flask is used, a charge will be punched on the token. When the last charge is used, the token must be turned in.
The arrows fired from this weapon become extremely frigid on a successful hit.
The damage wheel includes 2 points of Cold damage which will be deducted if the victim of the attack is immune to Cold damage.
Adds +5 to Strength (thus, depending on prior Strength score, adding either +2/+3 To Hit in melee and +2/+3 Damage with melee and thrown weapons)
Adds +3 to all saving throws
The wearer of this bead may not equip Boaz’s Bead of Whispers.
While attacking with a two-handed weapon, that weapon deals +6 damage.
Before the start of their adventure, the wearer gains either +4 Damage with melee attacks or +4 Damage with ranged attacks.
The wearer of this ring may not equip any other ring with the word “Havoc” in its name.
Cold damage inflicted upon the wearer is reduced by 5 HP, +2 to Constitution (thus +1 to max HP per character level and +1 to Fortitude saving throws), and Regenerate 1 HP at the beginning of every room. Regeneration only functions on a living character–it cannot restore life to a dead character.
When this instrument is played, bardsong grants each party member a total of +2 To Hit & +2 Damage (+3 To Hit & +3 Damage if the bard is 5th-level) with melee and ranged attacks. While performing bardsong, the bard may simultaneously perform a Standard Action (e.g., physically attack, cast spells, perform a Lore check, read scrolls, activate wands, drink potions, etc.)
In addition to all the powers granted by Mad Evoker’s Charm (double the base damage +skill check of a Spell and suffer 25 points of Eldritch damage–see the description of Mad Evoker’s Charm for details), once per round Mage Medallion allows a wizard to modify a cast Spell (excluding any scrolls or “as a scroll” effects) with one or more of the Mage Power (MP) effects listed below.
The wearer gains the following effects:
- +6 Damage with two-handed melee weapons
- May use rage or greater rage one additional time
- May invoke fury 1/game
Fury: Whether raging or not, as an Instant Action a barbarian can announce that they are going to fury before making their attack slide. If they hit, the damage done with that one slide is treated as a standard 2× critical hit.
Adds +2 to maximum HP, grants immunity to poison, grants immunity to the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.), and immunity to petrification.