Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Rare
Any healing spell cast (from the character card, not from scrolls or items) by the wearer will heal 1 additional HP. This power may be activated every round, if desired, but eventually the character will run out of spells.
Healing spells which affect multiple targets get a total of +1 HP healed, not +1 HP per recipient–the caster selects the target to receive the extra healing.
Note: This item may not be used more than once per round,
These gloves allow the wearer to retrieve and drink one potion as a Free Action once per combat. It does not work for other liquids like oils or salves. The word “Potion” must be printed at the top of the token for it to work with this item. E.g., it cannot be used to drink from a Flask of Survival as a Free Action because a flask is not a potion.
These gloves only work for the wearer.
Once per room, these gloves can negate the effect of a 3rd-level or lower cast spell (not a scroll, magic item, or anything not emanating directly from the caster) if the wearer is the sole target. The player (not necessarily the character) has the option to allow a spell to take effect (e.g., a healing spell or a buff), but if the player chooses to allow the first targeted spell to take effect (whether the spell would have caused weal or woe),
Sneak attacks made by the wearer gain +2 To Hit. These gloves to not affect non-sneak attack attacks.
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives one additional Treasure Chip at the end of the adventure.
If a variable-effect token is being used to gain Treasure Chips, Gloves of the Raider do not stack with it. E.g., if the Amulet of Wonder‘s effect for that year increases Treasure Chips gained, Gloves of the Raider and Amulet of Wonder can’t be equipped by the same character.
Adds +4 to AC and Shock damage inflicted on the wearer is reduced by 2 points per attack/effect